A Combined Model for the Structuring of Computer Game Audio

Author:

Wilhelmsson Ulf1,Wallén Jacob2

Affiliation:

1. University of Skövde, Sweden

2. Freelance game audio designer, Sweden

Abstract

This chapter presents a model for the structuring of computer game audio building on the IEZA-framework (Huiberts & van Tol, 2008), Murch’s (1998) conceptual model for the production of film sound, and the affordance theory put forth by Gibson (1977/1986). This model makes it possible to plan the audio layering of computer games in terms of the relationship between encoded and embodied sounds, cognitive load, the functionality of the sounds in computer games, the relative loudness between sounds, and the dominant frequency range of all the different sounds. The chapter uses the combined model to provide exemplifying analyses of three computer games—F.E.A.R., Warcraft III, and Legend of Zelda—. Furthermore, the chapter shows how a sound designer can use the suggested model as a production toolset to structure computer game audio from a game design document.

Publisher

IGI Global

Cited by 7 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Inclusive game design facilitating shared gaming experience;Journal of Computing in Higher Education;2017-04-05

2. Musik in Videospielen;Handbuch Funktionale Musik;2017

3. Musik in Videospielen;Handbuch Funktionale Musik;2016

4. Categorizing video game audio;Proceedings of the 19th International Academic Mindtrek Conference;2015-09-22

5. Causing Fear, Suspense, and Anxiety Using Sound Design in Computer Games;Game Sound Technology and Player Interaction

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