Sound Design

This week I started working on the sound design for Space Dunk, I am not in charge of making the music but rather all the sounds effects. The sound effects in a game give the players vital feedback that they can’t necessarily get from just visuals. The sounds in the game need to accompany each interaction however it is easy to add too many sound effects and then the player will be overwhelmed. The hardest part about sound design is finding the happy medium between too much sound and not enough sound. I started this process by making a list of all the sounds we need for the game. I separated the sound into three groups: Crowd Noise, Announcer Lines, and Game play Sounds. The crowd noise is cheering and chants that you would encounter at a sporting event, these noises are essential to help immerse the player. The Announcer sounds are also used to help immerse the player but it also gives the player feedback when someone scores a point. The sounds that give the players the most feedback are Game play sounds, these sounds are what is played when there is any interaction between players. Instead of finding samples to use I am planning on recording my voice and using synths to make all the sounds. Once all the sounds are recorded I will begin mastering them so that the volume levels on all the sounds are appropriate. Sound design is a lot like programming, it requires you to keep making tiny changes until something feels right. Sound is one of the most important aspects of a game, it gives the player feedback and also helps make the world you create feel more alive.

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