Audio equivalent of a graphic charter - Social Sound Design most recent 30 from http://socialsounddesign.com 2013-05-25T02:58:21Z http://socialsounddesign.com/feeds/question/7611 http://www.creativecommons.org/licenses/by-nc/2.5/rdf http://socialsounddesign.com/questions/7611/audio-equivalent-of-a-graphic-charter Audio equivalent of a graphic charter Teo 2011-04-29T21:15:06Z 2011-04-30T01:36:55Z <p>Hi, I don't know if anyone in sound design uses the term "audio charter" or "sound charter" the way they use "graphic charter" in graphic design... but if there was an equivalent to a "graphic charter" in sound, what do you think it would include ? What are the basic elements it would be made of ? </p> <p>Say you had to design the audio identity for a video game, how would you go about it ?</p> http://socialsounddesign.com/questions/7611/audio-equivalent-of-a-graphic-charter/7612#7612 Answer by g.a.harry for Audio equivalent of a graphic charter g.a.harry 2011-04-29T21:59:16Z 2011-04-29T21:59:16Z <p>I think that would depend on the kind of game you're making, no?</p> <p>I haven't yet had the privilege of participating in the sound design for a video game, but here's how I think you might be able to characterize some of my/other people's favourite games:</p> <p>Call of Duty - Real, harsh, stark, controlled sharp, heavy, accurate, and sometimes dissonant.</p> <p>Little Big World - Soft, round, bouncy, warm, harmonic, abstract, and consonant.</p> <p>DeadSpace/BioShock - Deep, ominous, spacey, creepy, moody, dissonant but harmonic.</p> <p>Uncharted 2 - Hollywood, clean, precisely shaped, smooth, easy on the ears.</p> <p>8-Bit sidescroller - Clean, sharp, abstract, textured but rounded edges. </p> <p>Fallout 3 and NV - Call of Duty + DeadSpace/BioShock.</p> <p>But yeah, a lot of it will be determined by the look and playing style of the game. You'll also probably have to work from vague descriptions given by the game director like, "I don't know, can you maybe make it feel like we're underwater and on fire, but not? Know what I mean?"</p> http://socialsounddesign.com/questions/7611/audio-equivalent-of-a-graphic-charter/7614#7614 Answer by NoiseJockey for Audio equivalent of a graphic charter NoiseJockey 2011-04-30T01:36:55Z 2011-04-30T01:36:55Z <p>What you're describing sounds like a combination of a Design Brief and a Style Guide, on the visual side. I've seen hundreds of such documents, produced probably as many, and have worked with audio equivalents from my clients' audio branding houses. What follows is my aggregate experience, which might vary from others' experiences.</p> <ul> <li>There is a list of "descriptors" that captures the desired emotional results. Yes, these are often adjectives, but sometimes nouns and adverbs, and it could be anything from emotions to materials.</li> <li>There is a list of comparable works done by others. In design, these are called "mood boards." In audio, they can often be unlicensed, not-for-distribution compilations of songs, but they might also be visuals! This is where the designer(s) cobble together existing works that share something with the final mood or vibe of what is to be designed anew. It's a collage or compilation because it's not about matching on just one thing; it's about how a lot of things, which overlap with each other, suggest possible design approaches for the new thing(s) being designed.</li> <li>There is an initial stab at a "design language," or a set of key design principles, which serve to focus decision making and establish a framework on which, and against which, decisions can be made, measured, or debated.</li> <li>How abstract vs. specific such a document is varies based on the project, as it should Sometimes they're very high level, sometimes they're so dialed in that there's not a lot of room to groove. Brand is a big driver here.</li> </ul> <p>In the context of a game, I'd simply port a lot of this over. Many game properties have evolved into brands, and those that haven't can still be defined by their unique value propositions (what makes them truly unique). Having audio design follow the inspiration of what makes the game unique in terms of look and game play makes sense. (Although it'd sure be interesting to go the other way around, wouldn't it?)</p>