1. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Game Title
Name
GTA V
Harry Johnson
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 you witness Trevor torching a man with some big time CIA
agent to try and get information out of him. Trevor torchers the man to try and find
out where somebody is and to make the man feel pain for his mistake.
Mood
The mood is intense and aggressive as Trevor torchers the men well still keeping it
cool without even breaking a sweat while Trevor and some other guy torchers the
guy.
Game genre
The game is a gangster life based game where you are faced with lots of aggressive
and gang battles as Trevor one of the characters known as the psychopath as he
does what he has been told just because he likes to do this like this for no actual
reason.
During this the sound becomes more intense and
players feel like they have caused the man to do
the actions he has done. This is shown when the
sound goes from a relaxed and calm mood to an
intense and aggressive one within a split second
after talking to the man.
The sounds used are intense and casual to set the
mood of the game and to make it more intense it
is set the way to give the player a better
experience and to make them feel like there
actually in the game and not just playing it.
The sounds used in the cut sequence are used to
set the moods and to make the players feel like
there in the game and not just playing it the sort
of sounds are more low pitched but occasionally
you can her the high pitch sounds at the more
intense bits of the game.
Narrative
The game narrative is the story of the three main characters looking for the big heist
to set them down for life without any worries the game is a fun filled gang war bank
robbing game and it’s also full of things to do alone or with friends.
The sounds used create the wide range of affects
in which create the mood for the character’s and
the players this helps make the game feel real but
still keep the mood set.