The lessons learned from iOS game Ear Mon­sters

The chal­lenges of de­sign­ing an au­dio game caught vet­eran sound de­signer Brian Sch­midt off guard. “In tra­di­tional game au­dio,” he says, “you avoid rep­e­ti­tion‚ be­cause if you hear the same foot­step over and over, it’s re­ally an­noy­ing.” But ran­domi­sa­tion made monster sounds too dif­fi­cult to lo­cate in 3D space, which was es­sen­tially the goal of his iOS au­dio game Ear Mon­sters. “I found my­self just try­ing to latch onto any au­dio cue I could just to fig­ure out where the mon­sters were or how fast I had to re­act.” The les­son: each change in sound should be mean­ing­fully tied to artis­tic in­tent or some­thing in the physics en­gine.

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