{"id":4200,"date":"2026-01-05T07:13:51","date_gmt":"2026-01-05T07:13:51","guid":{"rendered":"https:\/\/sites.wsagames.com\/hl1d23\/?p=4200"},"modified":"2026-01-12T12:28:51","modified_gmt":"2026-01-12T12:28:51","slug":"week-09","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/hl1d23\/week-09\/","title":{"rendered":"WEEK #09"},"content":{"rendered":"\t\t<div data-elementor-type=\"wp-post\" data-elementor-id=\"4200\" class=\"elementor elementor-4200\" data-elementor-post-type=\"post\">\n\t\t\t\t<div class=\"elementor-element elementor-element-cb98131 e-flex e-con-boxed e-con e-parent\" data-id=\"cb98131\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-5a20f85 elementor-widget elementor-widget-text-editor\" data-id=\"5a20f85\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>This week\u2019s lecture was delivered by composer and game audio designer Dave Milln and focused on how sound shapes the player\u2019s experience in games. The lecture emphasised that audio is not a secondary or decorative element, but a core system that is equally important as gameplay and narrative.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-e67c01f elementor-widget elementor-widget-menu-anchor\" data-id=\"e67c01f\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"menu-anchor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t<div class=\"elementor-menu-anchor\" id=\"1\"><\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-2ab1d3e elementor-widget elementor-widget-heading\" data-id=\"2ab1d3e\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Functions of Game Audio<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-58f8737 elementor-widget elementor-widget-text-editor\" data-id=\"58f8737\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>Game audio serves three core functions that work together to support player experience.<\/p><ul><li><strong>Anchoring<\/strong><br \/><p>Sound effects firmly anchor players in the game world by creating a sense of space and reality.<\/p><p>For example, environmental sound effects can help enhance the realism of the game.<\/p><p>\u00a0<\/p><\/li><li><strong>Informing<\/strong><br \/><p>Sound is usually used as an alternative UI interface to convey important game information.<\/p><p>For instance, the sound of a heartbeat can be used to indicate that the health points are too low, thereby guiding the player&#8217;s attention without relying on visual elements.<br \/><br \/><\/p><\/li><li><strong>Branding \/ Identity<\/strong><br \/><p>Some sounds can be associated with a game.<\/p><p>For instance, Mario&#8217;s jumping sound effect enables players to immediately recognize it just by the sound<\/p><\/li><\/ul>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-dda7d18 elementor-widget elementor-widget-menu-anchor\" data-id=\"dda7d18\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"menu-anchor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t<div class=\"elementor-menu-anchor\" id=\"2\"><\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-2fcc825 elementor-widget elementor-widget-heading\" data-id=\"2fcc825\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Categories of Game Audio<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-241c41e elementor-widget elementor-widget-text-editor\" data-id=\"241c41e\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>Game audio can be classified into several categories, and each category plays a different role in the gaming experience.<\/p><p>\u00a0<\/p><ul><li><strong>Ambience<\/strong><br \/>Background environmental sounds that define space and atmosphere.<\/li><li><strong>SFX<\/strong><br \/>Sound effects linked to actions, objects, or events.<\/li><li><strong>UI \/ UX Audio<\/strong><br \/>Audio feedback related to menus, interactions, and system responses.<\/li><li><strong>Silence<\/strong><br \/>Deliberately create a silent atmosphere to enhance the sense of tension or focus the player&#8217;s attention.<\/li><\/ul>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-0877805 elementor-widget elementor-widget-menu-anchor\" data-id=\"0877805\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"menu-anchor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t<div class=\"elementor-menu-anchor\" id=\"3\"><\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-b5992d7 elementor-widget elementor-widget-heading\" data-id=\"b5992d7\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Non-linear Audio<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-611ebde elementor-widget elementor-widget-text-editor\" data-id=\"611ebde\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<ul><li><strong>Interactive<\/strong><br \/>For example, the sound triggered when picking up an item or opening a door.<\/li><li><strong>Reactive<\/strong><br \/>For example, when the enemy spots the player and starts to chase.<\/li><li><strong>Adaptive<\/strong><br \/>For example, increase the music volume when the player&#8217;s health points are low.<\/li><li><strong>Dynamic<\/strong><br \/>For example, lower the volume of the background music during the conversation.<\/li><\/ul>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-f4b4cb9 elementor-widget elementor-widget-menu-anchor\" data-id=\"f4b4cb9\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"menu-anchor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t<div class=\"elementor-menu-anchor\" id=\"4\"><\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-55fe03f elementor-widget elementor-widget-heading\" data-id=\"55fe03f\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Implications for My Horror Game<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-dac555a elementor-widget elementor-widget-text-editor\" data-id=\"dac555a\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>This lecture influenced my approach to sound effect design in horror game projects.<\/p><p>I plan to prioritize environmental sound effects over continuously playing music, use distant sound effects to guide players rather than complex interface prompts, and enhance the presence of enemies through patrol sound effects rather than sudden scares.<br \/>At certain specific moments, I would deliberately create silence to enhance the atmosphere of tension and unease.<br \/><br \/><\/p><p>I have also produced a short demo prototype video that includes implemented audio elements. The video can be viewed via the following link: <strong><span style=\"text-decoration: underline\"><span style=\"color: #00ccff\"><a style=\"color: #00ccff;text-decoration: underline\" href=\"https:\/\/sites.wsagames.com\/hl1d23\/inital-ideation\/\">GAMEPLAY SYSTEMS PROTOTYPING<\/a><\/span><\/span><\/strong><\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-b9f68af elementor-widget elementor-widget-html\" data-id=\"b9f68af\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"html.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<div class=\"side-nav\">\r\n  <a href=\"#1\">Game Audio Functions<\/a><br>\r\n  <a href=\"#2\">Audio Categories<\/a><br>\r\n  <a href=\"#3\">Non-linear Audio<\/a><br>\r\n  <a href=\"#4\">Application to My Game<\/a><br>\r\n<\/div>\r\n\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t","protected":false},"excerpt":{"rendered":"<p>This week\u2019s lecture was delivered by composer and game audio designer Dave Milln and focused on how sound shapes the player\u2019s experience in games. The lecture emphasised that audio is not a secondary or decorative element, but a core system that is equally important as gameplay and narrative. Functions of Game Audio Game audio serves &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/sites.wsagames.com\/hl1d23\/week-09\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;WEEK #09&#8221;<\/span><\/a><\/p>\n","protected":false},"author":44,"featured_media":4338,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[18],"tags":[],"class_list":["post-4200","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-weekly-blog"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/posts\/4200","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/users\/44"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/comments?post=4200"}],"version-history":[{"count":46,"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/posts\/4200\/revisions"}],"predecessor-version":[{"id":5596,"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/posts\/4200\/revisions\/5596"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/media\/4338"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/media?parent=4200"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/categories?post=4200"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/hl1d23\/wp-json\/wp\/v2\/tags?post=4200"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}