{"id":1654,"date":"2013-08-24T16:15:30","date_gmt":"2013-08-24T16:15:30","guid":{"rendered":"http:\/\/har0ld.com\/playground\/?p=1654"},"modified":"2013-08-24T16:15:30","modified_gmt":"2013-08-24T16:15:30","slug":"soundscapeforxperience","status":"publish","type":"post","link":"http:\/\/har0ld.com\/playground\/2013\/08\/soundscapeforxperience\/","title":{"rendered":"SoundscapeForXperience"},"content":{"rendered":"<p><img src=\"https:\/\/lh3.googleusercontent.com\/-Mg7LyR79krA\/UhKbP6oJeSI\/AAAAAAAABJc\/OPIG0_c-tQM\/s800\/Screenshot%2520%252839%2529.png.jpg\" \/><\/p>\n<p>Sure Jon, but how many game developers just don\u2019t care, how many have an audio engine running in alphas? How many have a precise idea of what they want early, even before having visuals? How many game developers know that sound can help locking a game style or a gameplay? How many see audio as a way to juice up to the max? How many see sound as a chore? How many love old school 90s Japanese games but never searched to know what their process of making games was (<a href=\"http:\/\/ftpperso.free.fr\/myblog\/game_are_like_fruit.pdf\" target=\"_blank\">page 6 and 7<\/a>)? <\/p>\n<p>What made their games so sonically compelling and I\u2019m enlarging to all the audio including music, is that in Japanese game development audio is <strong>taken seriously<\/strong>. It\u2019s simple, not easy!<\/p>\n<p>There\u2019s a problem of design with most of Western game development: In games if we want to give the best experience possible, music and sfxs are going to play together. They can\u2019t be really sandwiched on top of a game. This is what we do a lot today with mixed results oscillating between unremarkable or \u201cin your face\u201d audio.<\/p>\n<p>When it is like in Antichamber or Hotline Miami \u2013two completely different games- it\u2019s a beautiful dance between short audio feedback cues and wide, long <em>mood triggers<\/em> that soundscapes are (yes in my head, I put songs in the soundscape folder). It\u2019s not about technical details, it\u2019s not about 3D or HRTFs it\u2019s about balance between information and feel.<\/p>\n<p>There\u2019s no more SFX and Music. There\u2019s Game Audio. It should be the norm. Embrace it.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Sure Jon, but how many game developers just don\u2019t care, how many have an audio engine running in alphas? How many have a precise idea of what they want early, even before having visuals? How many game developers know that sound can help locking a game style or a gameplay? How many see audio as [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[6],"tags":[],"_links":{"self":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts\/1654"}],"collection":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/comments?post=1654"}],"version-history":[{"count":1,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts\/1654\/revisions"}],"predecessor-version":[{"id":1655,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/posts\/1654\/revisions\/1655"}],"wp:attachment":[{"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/media?parent=1654"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/categories?post=1654"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/har0ld.com\/playground\/wp-json\/wp\/v2\/tags?post=1654"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}