Bibliographische Detailangaben
Beteiligte: Bridgett, Rob
In: Soundtrack, The, 1, 2007, 1, S. 29-39
veröffentlicht:
Intellect
Medientyp: Artikel, E-Artikel

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weitere Informationen
Umfang: 29-39
ISSN: 1751-4193
1751-4207
DOI: 10.1386/st.1.1.29_1
veröffentlicht in: Soundtrack, The
Sprache: Englisch
Schlagwörter:
Kollektion: Intellect (CrossRef)
Inhaltsangabe

<jats:p>One of the most profound differences between film sound design and game sound design is that where film contains linear visual footage against which any number of sounds can be synchronized and blended, a game triggers individual sounds based on events occurring in the game at non-specified times. Broadly speaking, films are about emotional immersion within a narrative, where video games concern physical immersion in a universe of action and reaction. Games therefore require a radically different production philosophy from that of film, yet one that replicates the involvement of a dedicated audio post-production phase at the end of the project. This period would allow consideration of all the elements of music, dialogue and sound effects as fully integrated parts of the final game. Post-production sound design and mixing are therefore where video games can finally begin to articulate themselves with a similar sound design language to that of film.</jats:p>