![]() Veca: The plan from the very start was to create mood through overall sound design. ![]() Was the plan always to emphasize the atmosphere through sound effects rather than music as other titles have in the past? Did this change over the course of game’s development? I wanted to start by asking about the game’s general sound direction. Thanks for taking the time to speak with us today about the amazingly executed sound design in Dead Space. We touch on their general approach, the use of music in the game, and some of the unique tools the team created, including “Fear Emmitters” and “Deadscript” which make Dead Space one of the most impressive audio experiences we’ve had the pleasure of hearing.īuckle up and hit the jump for our comprehensive interview regarding all topics audio in Dead Space. We’ve been able to speak with Don Veca, the audio director for Dead Space, about the massive undertaking of Dead Space’s audio. The sound design in this game is absolutely astounding, featuring an otherworldly blend of grotesque sound effects and expertly implemented musical moments to heighten the game’s ambiance. The demo area was hidden away in the corner of the EA booth, and the dim lighting and stereo headphones definitely drove home the game’s unreal sense of fear. Are you looking forward to Dead Space next week? We definitely are, as we’ve been excited about the title ever since the demo at Comic Con 2008.
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