The document analyzes and describes the sound design of two settings from the game DeadSpace 3. Field recordings were likely used for environmental sounds like snow, ice, and wind in the first arctic setting. Music using real instruments like violins was used to set the tense and ominous mood. Gunshot sounds were probably field recordings or studio recordings. The narrative in the first setting involves a character searching for an unknown object. In the second urban setting, dialogue reveals relationship and military details, with "Unitologists" identified as enemies. All dialogue was likely recorded in a studio.
Dead space 3 sound design in computer games analysis work sheet
1. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Game Title DeadSpace 3
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 The firstsettingseemstotake place inan arctic location,because the soundof
crunchingsnowand crackingice can be heardat pointsinthe scene.
The locationalsohas incrediblystrongwinds,whichcouldmeanit’sinanisolated
location.Whentryingtocommunicate,there seemedtobe alot of static,which
reinforcesthatidea.
The secondsettingseemstobe inan urban location,because vehiclescanbe heard
inthe background.Itis muchquieterthanthe firstsettingandthe soundof doors
can be heard,whichcouldsuggestthatitis interior.
Fieldrecordingswere likelyusedinthe first
setting,forsoundssuchas the snowand ice,as
well asthe strong winds.
Mood The mood inthe firstsettingisone of both frustrationandconfusion. The musicin
the backgroundisverytense.The maincharacter inthisscene soundsfrustrated
whenhe sayshe doesn’tknowwhathe’slookingfor,anddoesn’tseemtoknow
much aboutwhat ishappening.
In the secondsetting,the dominantmoodisanger.Atone pointthe soundof papers
beingshovedoff adeskcan be heard.There isalso a lotof violentlanguagebeing
usedinthe dialogue,andpunchingisheard.
There isalso a sense of impendingdoominthe firstsetting,becausethe musicis
low,andthe charactersseemto be ina hurry.
The music used toset the moodsforthe settings
wouldhave beendone usingreal musical
instruments,like the violins.
Game genre The game seemstobe Sci-fi,because ata pointin the firstsetting,there ismention
of Earth and Colonies.The vehiclesinthe second scene alsoseemtobe hightech,as
well asa roboticvoice for a messagingsystem.
The game isalsolikelyashootergame,because gunshotsare heardmultiple times
duringthe scenes.
It isvery story-driven,since mostof the informationgiventothe playeristhrough
dialogue.
The gunshotsoundswasmost likelyafield
recording,althoughitcouldhave beenastudio
recordingtoofor cleareraudio.
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Narrative The narrative/storyof the firstsettingappearstobe a search forsome sort of
object.“Didyoufindit?”“Findit? Doc, I don’tevenknowwhatwe’re lookingfor.”
It seemedtobe an objectof greatimportance at the time,andis the focusof this
scene.
In the secondsetting,amessage isplayedfor‘Isaac’,whichisassumedtobe the
playercharacter.It isa womantellinghimshe needsto‘move on’,whichlikely
meanstheywere ina relationshippriortothe scene.Later,there are some men
speakingtoIsaac.They speakin a verystrict manner,whichcouldmeanstheyare
soldiers.Itisheardthat “The Unitologistshave breachedthe innerconcourse”,
whichsuggeststhe ‘Unitologists’are the enemyof the game.
All of the dialogue inbothsettingswouldhave
beendone ina studiorecording.