This week’s lecture focused on how sound shapes play, led by Dave Milln, a composer and game audio designer. The talk made it very clear that audio in games is not just decoration, it’s a core part of how players understand, feel, and navigate a game world.
One idea that really stuck with me is that sound works on a subconscious level. Dave explained how our ears help us make sense of space and danger in real life, and games use the same logic. Audio anchors the player in the world and makes it believable. Even small sounds, like ambience or footsteps, can create a strong sense of presence. Thinking about games like Inside, it’s easy to see how sound alone can make a space feel tense or unsafe without showing anything directly.
He also talked about how audio informs the player. Sound gives feedback, directs attention, and communicates emotions or states that visuals alone might not explain clearly. Examples like listening for enemy footsteps or using sound-based accessibility features showed how audio can directly affect gameplay and inclusivity, not just mood.
What accessibility feature did I redesign and why? What was the impact?
In my game, I redesigned the audio feedback used for navigation and emotional states. At first, the player mainly relied on visual cues to understand where to go or how a space felt. I realised this could be difficult for players with visual fatigue, sensory sensitivity, or anyone who feels overwhelmed by too much visual information. By adding subtle directional sounds and changes in ambience, the game can guide the player more gently. The impact is that navigation feels clearer, and sound becomes a quiet companion rather than extra pressure, which fits the theme of not being alone with your thoughts.
Update your game design document to include at least two accessibility-focused features.
I will add two accessibility-focused features to my game design document. One is adjustable sensory intensity, allowing players to control music, ambience, and visual effects separately. This helps players who are highly sensitive or easily overstimulated. The other is non-punishing progression. When the player fails or gets lost, the game does not heavily punish them. Instead, it encourages slow exploration, supporting players who may experience anxiety or frustration and reinforcing the idea that feeling stuck is part of the journey.
Make a blog post explaining the platform recommendations and requirements for your player(s).Â
The game is designed mainly for PC, with controller support recommended. The game is single-player, as loneliness is a core theme, and I want players to experience solitude without social pressure. Keeping the game single-player also makes it more accessible for players who avoid competitive or communication-heavy games.
Create a soundscape for your game.
The soundscape is minimal and reactive. Silence is used intentionally, while ambient sounds and music change based on where the player is and how the space feels. Sound supports both mood and usability, helping players understand the world while also reinforcing the emotional experience of learning to sit with loneliness rather than escape it.
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Critical Reflective Questions
Which accessibility considerations are most urgent for my game and platform?
The most urgent considerations are sensory sensitivity and emotional accessibility. Because the game focuses on loneliness and quiet exploration, too much visual or audio stimulation could easily overwhelm players. Adjustable sound levels, visual intensity, and a non-punishing progression system are important so players can engage at their own pace without stress or frustration, especially on PC, where play environments vary a lot.
How does audio serve both immersion and usability?
Audio helps immersion by creating mood and emotional presence through ambience and silence. At the same time, it supports usability by giving subtle cues for navigation, danger, or safe spaces. Instead of relying on UI or text, sound gently guides the player, making the experience clearer without breaking immersion.
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