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Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games

Game Title

Dark Souls

Provide detailed descriptions from chosen examples that establish…

Clearly state what production technique(s) you think have
been used to create specific soundtrack elements

Setting

In this cut sequence, part of the objective of the sound the design is to create a
sense of scale, as well as place a focus onto the ‘boss monster’ that the sequence
revolves around. There are two major “sets” of sound in this sequence, the
environmental sounds (such as dripping/rushing water, and wind blowing through a
hollow area) and the sounds caused by the actions of the creature that appears in
the sequence (roaring, splashes).

The sounds are manipulated to create a sense of
focus for the player, and are adjusted to be
relative to the placement of the camera. As the
creature comes into focus the sounds of the
environment decrease in volume, while the
creatures’ becomes louder. A reverberation to the
roar of the creature is used to impact a sense of
scale into the player.

Mood

The sound design in this sequence is used to give a relatively neutral mood, though
it still applies a sense of loneliness and dread, due to the distinct lack of noise from
organic sources other than the massive creature introduced as an enemy which sets
up the player to focus on it at the end of the sequence.

There is no use of music or otherwise ‘meta’
sound that provides an emotion for the player to
feel prior to the end of the cut sequence, which
means that the mood of the player is more
influenced by their interpretation of the events
occurring within the sequence.

Game genre

Dark Souls, the game this cut sequence is taken from, is an Action Role-Playing
Game (Action RPG) in the third person perspective.

Narrative

In this cut sequence, the influence of the narrative is minimal, as the only purpose is
to introduce a minor antagonist, the creature who proceeds to be the ‘boss fight’ of
the game area.

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Ig1 analysis (dark souls)

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game Title Dark Souls Provide detailed descriptions from chosen examples that establish… Clearly state what production technique(s) you think have been used to create specific soundtrack elements Setting In this cut sequence, part of the objective of the sound the design is to create a sense of scale, as well as place a focus onto the ‘boss monster’ that the sequence revolves around. There are two major “sets” of sound in this sequence, the environmental sounds (such as dripping/rushing water, and wind blowing through a hollow area) and the sounds caused by the actions of the creature that appears in the sequence (roaring, splashes). The sounds are manipulated to create a sense of focus for the player, and are adjusted to be relative to the placement of the camera. As the creature comes into focus the sounds of the environment decrease in volume, while the creatures’ becomes louder. A reverberation to the roar of the creature is used to impact a sense of scale into the player. Mood The sound design in this sequence is used to give a relatively neutral mood, though it still applies a sense of loneliness and dread, due to the distinct lack of noise from organic sources other than the massive creature introduced as an enemy which sets up the player to focus on it at the end of the sequence. There is no use of music or otherwise ‘meta’ sound that provides an emotion for the player to feel prior to the end of the cut sequence, which means that the mood of the player is more influenced by their interpretation of the events occurring within the sequence. Game genre Dark Souls, the game this cut sequence is taken from, is an Action Role-Playing Game (Action RPG) in the third person perspective. Narrative In this cut sequence, the influence of the narrative is minimal, as the only purpose is to introduce a minor antagonist, the creature who proceeds to be the ‘boss fight’ of the game area.