Video Game Sound Design 

This video goes into a lot more detail and depth about sound design than I need and want for this game but what it does do is highlight the importance of sound design. “When sound design is being done incredibly well it is meant to fade into the background and not stand out” This quote was the biggest takeaway from this video, I’ve got some ideas on the type of sounds I think will work well for my game. Its 2D and I don’t want it being realistic audio but I don’t want it cartoony, so what is the middle point?  

Hollow knight I think captures the middle ground. The sound effects are subtle, blend into the background. For the player walking sound affects they’ve added a rustling sound yet have made sure to remember the stone floor so has subtle thuds every step / jump.  

After looking at this, what do I need to do for Doctor Water. I need to make it so that the sound won’t stand out in the game and each sound affect matches and makes sense. In doing this I need to make sure each running sound affect, use of a weapon sounds correct. Like Hollow knight with the rustling I need to account for the different areas the player will be running, for example the player will be running in a city, desert, mountain and fishing town. Also what is important is making sure the main features which are the special weapons sound like they look, so the water weapons won’t make regular sounds but more of a splash, and each splash will be different depending on the weapons power, use etc. 

Londinium 

running-on-metal-74791 (2).mp3 

Nefera  

running-in-grass-6237.mp3 

Cambodia  

footsteps-running-wood-sneakers-consistently-close-79973.mp3 

Andes 

walking-on-snow-268442.mp3 

Weapon Sound affects  

Sword  

water-splash-type-1-265469.mp3 

Slingshot  

splash-fx.wav 

Fishing Rod 

water-splash-minecraft-sound-fx.wav 

Snow Launcher 

snowball-hit-02-279698 (1).mp3