Fovea - Sound

Sound

For a dynamic game audio design, it is necessary to cover the game-play-mode combined with sound implementation, effects and audio illustration of action events. But there is also the pleasant anticipation of a player. This appears in the main menu, which includes configuration and play instructions. Consequently the whole audio design covers three essential sections.

Main menu

Before the user starts the playing mode, a menu for instructions starts. Here begins the sensational part. For this reason, a slowly ascending music was aimed. Two refrains play in loop before the game starts. The composition consists of three main instruments that reflect tension and excitement.

In comparison to the main game-play-mode music, this composition has a smaller arrangement, and a lower count of musical instruments. In this case, it is very suitable for this part of the game, concerning the tension and the short presence of the player.

Game play

Besides the sound design, this might be the most important part of the game. The main goal of the game-play-mode music is to play up Fovea and its thrill. By this reason, the decision for an orchestral arrangement and orchestral instruments was the best option for the musical goal. The composition, more precisely, the musical form is stick together by three refrains and two verses. This is a very common and established way for the music structure. The idea is to create an impact when the game starts. This is happening when Violins and Horns start playing, followed by deep Kettledrum (reverb - gives an impression of a huge space, like Hell) and orchestral ensembles.

Two verses in the music structure create a contrast with the refrains, which causes more tension and excitement while playing. Especially because they transmit a real, deep Hell sound, while the refrains forward the dynamic of playing. This gives an extra power to the whole play experience. Following instruments complete the arrangement.

Upper levels will reflect another space and surroundings. Therefore, the musical goal will adapt itself also.

Sound design

Sound design contains two parts. Sound effects, to illustrate the surroundings, and Foley sounds, to express the characters. The environment is settled in Hell, which is dark, loud, scary and, above all, dangerous. It requires particular sounds that reflect this ambience. Less extensive but also very essential is the implementation of foley sounds. This is a characteristic of creatures, animals, humans, objects or quite everything that fakes any natural sound. The following list shows the implementation and use of sound design in Fovea.

According to upper levels, the sounds will reflect differently in another environment and definitely the sound characteristics as well.