I need an analysis of sound in video games.
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£50(approx. $62)
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Description
Experience Level: Intermediate
Estimated project duration: 1 - 2 weeks
Num. of words: 2000
Industry: Art and Design
Topic: The Use Of Sound In Video Games
Tone: Formal/Professional
Outline & Structure: The Use of Sound in Games
Please answer the following questions with using the information below each.
1. Give definition of what is Sound Track and what is Sourced Music; provide illustrated examples of each and the genres in which they fall.
2. Analyse the Sound Track of two games with a composed score, and two games with Sourced Music. For each choose, a game you believe to be successful and one you do not believe to be successful.
Psychology of sound: emotion; mood; perception; loudness; timbre; film and game parallels (early cinema, contemporary cinema); sound as information, eg speech, iconic, symbolic, metaphoric
Audio environment: creating ambience; atmosphere; communicating what producer wants the listener to know or experience; 3D audio; surround sound; interactive adaptive audio
Influencing factors could be production budgets, game era or market audience or personal taste etc. Please give full justification of your reasons.
Research the sources of sound and associated legal issues.
3 Research a game of your choice and use it as a case study to find out how the sounds were composed or sourced for it.
Sources: Foley artistry; sound libraries; original development; stock music assets
4 Identify the legal and ethical issues of sourcing sound in games.
Legal issues: copyright; licences; ancillary rights; royalties; property rights; talent release contract
Extra notes:
Industry: Art and Design
Topic: The Use Of Sound In Video Games
Tone: Formal/Professional
Outline & Structure: The Use of Sound in Games
Please answer the following questions with using the information below each.
1. Give definition of what is Sound Track and what is Sourced Music; provide illustrated examples of each and the genres in which they fall.
2. Analyse the Sound Track of two games with a composed score, and two games with Sourced Music. For each choose, a game you believe to be successful and one you do not believe to be successful.
Psychology of sound: emotion; mood; perception; loudness; timbre; film and game parallels (early cinema, contemporary cinema); sound as information, eg speech, iconic, symbolic, metaphoric
Audio environment: creating ambience; atmosphere; communicating what producer wants the listener to know or experience; 3D audio; surround sound; interactive adaptive audio
Influencing factors could be production budgets, game era or market audience or personal taste etc. Please give full justification of your reasons.
Research the sources of sound and associated legal issues.
3 Research a game of your choice and use it as a case study to find out how the sounds were composed or sourced for it.
Sources: Foley artistry; sound libraries; original development; stock music assets
4 Identify the legal and ethical issues of sourcing sound in games.
Legal issues: copyright; licences; ancillary rights; royalties; property rights; talent release contract
Extra notes:
Zoe M.
100% (11)Projects Completed
15
Freelancers worked with
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16 Jan 2015
United Kingdom
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