Sentences with phrase «different game audio»

Explore different game audio strategies that can help make a good game great.

Not exact matches

The different teams were: audio (script writing, recording, background music etc. using SoundTrap), artworks (creating game assets, and marketing materials), and production + game - building (using Scratch).
The extraordinary work that was done in the different game departments such as story telling, audio, gameplay and graphics will keep me from sleeping at night and remembering it as a great experience.
The game offers players over 500 multiple choice questions in six different game modes with over 40 puzzles in each game mode based on movie clips, music and audio from the movie.
The game has an interesting soundtrack that probably doesn't quite fit the game too well and it literally has not audio dialogue so there's very little in the way of sound to review, you get the generic 2D crafting sound effects which are amusing however and do contribute to the game's humour a little, the gameplay itself is immersive enough that you can sink hours into the game without realising it, though the menus can be a little tiresome to navigate as you have to open a close them to remove a misplaced item or constantly scroll through all the many different items and topics you can choose from.
Asus offers an audio control panel that lets you alter the sound profile for games, music or speech — each EQ» ing the sound to offer a different frequency focus.
Some of Vincent's inner monologue changes throughout the game based on your alignment, but that's just about two minutes of audio that will be different before the endings.
Starting today, players will be able to experience the game in one of nine audio languages [Japanese, English, French (France), French (Canada), German, Spanish (Spain), Spanish (Latin America), Italian and Russian], with a different language used for on - screen text by downloading a free software update.
This morning Develop kicked of a two - week focus on game audio, which will see 10 articles published over the coming days; each addressing a different area of sound design and the associated disciplines.
From an audio perspective, Neil Davidge has done decent job and while the musical direction is different from previous Halo games, it's to be expected.
At an event at Guerrilla's Amsterdam offices this week, the developer confirmed that the final version of PlayStation 4 launch title Killzone Shadow Fall clocks in at 39.7 GB (in Europe, anyway: some localised versions of the game, needing fewer audio tracks in different languages, are closer to 37 GB).
Mimimi has created a great stealth real - time tactics game with nice graphics, audio that doesn't distract and keeps you in the game and provides almost endless replay fun by playing through focusing on the different characters or speed - running the levels.
It is also a game that is much bigger in scope, both in terms of graphical and audio assets, as well as the amount of different player interactions that needs to be implemented.»
The extraordinary work that was done in the different game departments such as story telling, audio, gameplay and graphics will keep me from sleeping at night and remembering it as a great experience.
We're currently planning on over 40 different songs in the game, not counting cutscene audio.
The game has an interesting soundtrack that probably doesn't quite fit the game too well and it literally has not audio dialogue so there's very little in the way of sound to review, you get the generic 2D crafting sound effects which are amusing however and do contribute to the game's humour a little, the gameplay itself is immersive enough that you can sink hours into the game without realising it, though the menus can be a little tiresome to navigate as you have to open a close them to remove a misplaced item or constantly scroll through all the many different items and topics you can choose from.
Thankfully in the case of F.E.A.R. 2, the sickening audio tension remains consistently horrific throughout the game's different environments.
Musical instruments haven't changed much in that time, so the audio team has a less tricky job ahead of them when it comes to creating a similar - but - different vibe of music and sound effects for the game.
PERFORCE Its ability to manage not just source code, but all the different media assets involved in modern game development, including art, textures, audio and video, has made Perforce a prized technology in games dev.
Other options, like the Turtle Beach Elite Pro Tournament Headset, offer different advantages including more easily accessible fine - tune control over soundscape, balance of chat and game audio and other features, but the SteelSeries offers a less complicated out - of - box experience, and better all - day wearability thanks to taking cues from athletic wear for its materials and design.
The game was nominated in four different categories in the IGF, including audio, but the music has changed a lot.
The combination of the different characters, handcrafted areas, special soundtrack, and the fantastic graphic and audio designs would not only hook you the first time you play the game, but make you play again.
With games, it is not possible to know exactly what the player will do and where they will go, the audio must account for these complexities, creating sound for different locations, interactions, characters and events.
Maffew, I am always impressed with how you are great at balancing three different kinds of clips: — botches with original audio — botches with video game music — botches with commentary from podcasts / shoot videos Leaning too far in any one direction would make the videos suffer, but you usually seem to find the sweet spot....
Players increasingly expect more from games and the quality of audio production is no different.
There are game artists who draw rocks all day, separate audio designers who record the many different sounds made when you throw those rocks, gameplay designers who determine how much damage those rocks will do when they strike an enemy in the head.
Jörg Mackensen (MD toneworx studios), Kai Rosenkranz (composer, Gothic 3, The Long Journey Home) and Helge Borgarts (composer, Bring Them Home, Moorhuhn Tiger & Chicken) talk about different aspects of music and audio in video games by presenting different showcases and ideas.
The basic flow of the game also takes a page from The Legend of Zelda book, with players roaming a semi open - world featuring different mid-sized maps which include both mandatory and optional dungeons as well as plenty of secrets; these range from the already mentioned audio messages to crafting items and item caches which may include blueprints, one of the central ReCore gameplay mechanics.
Though it has the ability to switch to four different presets — Signature Sound, Bass Boost, Bass + Treble Boost, and Vocal Boost — the quality of the Signature Sound mode was excellent in every test I ran, holding most true to the audio mix that developers intended for their game and allowing me to hear my party chat when I was in one.
• Eye of Obsidian adds a brand new chapter in the ReCore story • T8 - NK Corebot • 2 New Overworlds • 10 New Dungeons • Dynamic sandstorms in Shifting Sands • 3 new weapon modes for Joule's Energy Rifle • When dying reload times for combat encounters went from 30 - 60 seconds to < 5 seconds • Restarting traversals and arenas are now instantaneous • Added P - Cores for additional game play rewards • P - Core requirements fixed to a single value for the entire E-Tower • The Map displays everything that needs to be collected (audio logs, chests, prismatic cores) • The Map shows all visual parts of dungeon maps • Objective Markers improved • Fast Travel points now allow the player to complete Stash Transfers, Swap Cores and set Companion Party Configuration without having to go back to the Sandcrawler • The player can now warp anywhere there is a Fast Travel node via the Map • Intra-Level (e.g. within The Cradle) fast travel warping is now instantaneous • Added new Fast Travel nodes (Granite Steps, Lonely Basin, The Cradle) • New AoK gear for all Corebots • Armor stats now make each set vastly different from one another • Blueprint Inventory now sorts by Armor Type, Color and LVL requirement • Improved the Combo Meter • Enhanced visuals (increased resolution and HDR) • 20 New Achievements • Increased level cap from 30 to 40 • 4 new bosses and Tank challenges • Dialogue from Corebots and Violet is no longer in the Corebot language and is now readable
A soundfield mic will be capturing the crowd in 3D, with others aimed at different in - game audio events, such as the referee's whistle and the ball being kicked.
This particular model is notable for its support of simultaneous audio, making it possible to get audio from the game console while also getting chat or music audio from a different source, such as a Discord server.
As a wireless headset, this comes with audio controls on the left ear cup, with individual sliders for chat and game audio, as well as buttons for power and different audio presets, all of which work as intended.
Developers do not need to use the ViviTouch API to generate vibrations, instead the audio energy from a game is converted to recreate different effects.
The deeper tones result in a rich listening experience, whether it be the distant sound of artillery in a Battlefield game to the dulcet tones heard in choral music, but with no audio controls, the GSP 300 can not prioritize different sounds we now get in cinematic games.
Skills Ability to create different believable facial expressions and accents; capture the audience by making them laugh, cry and become excited, shocked and scared; narrate or do voice - overs for video games, animation, advertisements, audio books and other similar work.
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