{"id":106,"date":"2025-12-06T22:14:13","date_gmt":"2025-12-06T22:14:13","guid":{"rendered":"https:\/\/sites.wsagames.com\/jz15n24\/?p=106"},"modified":"2025-12-11T00:01:46","modified_gmt":"2025-12-11T00:01:46","slug":"week-9-games-sound-design","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/jz15n24\/2025\/12\/06\/week-9-games-sound-design\/","title":{"rendered":"Week 9: Games Sound Design"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">This week our guest lecturer spoke about sound design. Sound is never a &#8220;post-retouching&#8221; added to the picture, it actually determines how the player &#8220;perceives the world&#8221;. Sound is not a foil, but part of the perspective. This class made me think about game design from an audio perspective, rather than as a technical link.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">But I must be honest: this class was not as &#8220;new&#8221; to me as I thought.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Not because the content is bad, but because I&#8217;m currently learning more about sound design itself, including DAW manipulation, spatialization, timbre shaping, material layering, etc., so a lot of the concepts are already part of my daily workflow.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It is precisely because of this background that my attention in the classroom naturally does not stop at &#8220;knowledge itself&#8221;, but begins to focus on: Why is this basic knowledge so important? Why do they become the &#8220;language&#8221; of all sounds?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">When the lecturer said that &#8220;sound is not post-production, but part of the constructed space&#8221;, I realized that it is, but the real key is that the sound in the game is more &#8220;structured&#8221; than in the film. It not only shapes the mood, but also the rules, the direction, the danger feedback, the sense of rhythm \u2013 that&#8217;s what I really encounter in my daily production. So instead of &#8220;what did I learn&#8221;, I was thinking about &#8220;what I already know mean&#8221;. I found that familiar knowledge has a completely different use in the context of game design, and that was my biggest takeaway this week.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The instructor mentioned that each hero&#8217;s footsteps in Overwatch 2 are different, and it suddenly made me realize that sounds are not just atmosphere in the game, but information. I used to focus more on the spatial sense of timbre, layering, and reverb when making sound, but OW2&#8217;s footstep design tells me that sound itself is a kind of &#8220;playability&#8221;.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Players don&#8217;t need to see enemies, just hear footsteps to judge immediately:<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Is it a lightweight Tracer? Heavy Reinhardt? Or Genji who climbs walls?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In other words: footsteps = identity + function role + threat level.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It&#8217;s like an auditory version of the UI.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This reminded me of my own sound design habits: I always think of &#8220;footsteps&#8221; as sounds to fill in later, but they are actually tied to the game mechanics. The way a character moves and weighs can be heard in the footsteps &#8211; this is more important than reality, more important than sounding.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This week our guest lecturer spoke about sound design. Sound is never a &#8220;post-retouching&#8221; added to the picture, it actually determines how the player &#8220;perceives the world&#8221;. Sound is not a foil, but part of the perspective. This class made me think about game design from an audio perspective, rather than as a technical link. [&hellip;]<\/p>\n","protected":false},"author":61,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13],"tags":[],"class_list":["post-106","post","type-post","status-publish","format-standard","hentry","category-games-design"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/posts\/106","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/users\/61"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/comments?post=106"}],"version-history":[{"count":1,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/posts\/106\/revisions"}],"predecessor-version":[{"id":107,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/posts\/106\/revisions\/107"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/media?parent=106"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/categories?post=106"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/tags?post=106"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}