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
Cambodia
footsteps-running-wood-sneakers-consistently-close-79973.mp3
Andes
Weapon Sound affects
Sword
water-splash-type-1-265469.mp3
Slingshot
Fishing Rod
water-splash-minecraft-sound-fx.wav
Snow Launcher