Sound Design

Sound in video games is used to enhance immersion, or the feeling of deep involvement in the game world for the player/user.

Although graphics tend to get the most attention, sound can be just as important to user experience and the overall interactivity of a game.

A couple of general rules for sound effects:

  • A sound should result from any collision or interaction between objects that imitate real world physics
  • A sound should accompany any change in state in the game
  • A sound should accompany any user input (button presses, mouse clicks)

Let's take a look at how video game sound design has developed over time:

Pong (1972)

Sonic (1991)

Half-Life (1998)

Braid (2007)

Inside (2016)

Types of sounds effects

  • Player: jump, walk, attack, death
  • Character: or enemy movement, attack and death sounds
  • Game state changes: Level beginning and ending sounds
  • Rewards: collection or achievement sounds
  • UI: interactions, ie choosing a menu item, pausing the game, etc

Ambient sounds

Ambient sounds are not the result of changes in the game or user input but general sound that help establish the setting.

Sounds like rain, wind, traffic, police sirens, voices.

Sounds as cues

Sounds can also be used to direct the player towards something or give instructions.

  • Voice overs can literally tell the player what to do
  • The footsteps of another character can alert the player to their presence or location
  • Often tense music, a heartbeat or other sounds can be used to indicate danger or increased difficulty approaching