menu

Acoustic Ecology: A Half-Life 2 Soundscape [Audio]

Acoustic Ecology: A Half-Life 2 Soundscape [Audio]
Design

Michel McBride-Charpentier recorded a short walk through City 17 in the video game Half-Life 2 and examined the soundscape.

Emma Hutchings
  • 16 may 2011

Michel McBride-Charpentier recorded and examined a soundscape of City 17 in the video game Half-Life 2. The short recording of the audio on a walk around the city gave him plenty to analyse in terms of the impact a soundscape has on the game environment.

A soundscape is constructed out of, among other things, dynamic sounds and the mobile player’s constantly changing distance to 3D sound sources. I like to call this soundscape possibility space the level’s acoustic ecology. The acoustic ecology is a fundamental part of what transforms the abstract space composed of physical relationships between objects into a place that communicates context for narrative meaning to be derived from.

He examines the three key elements of a soundscape: keynote sounds, sound signals and soundmarks. This is a very detailed and interesting examination of an aspect of the gaming environment most people overlook in favor of the mise-en-scène and the story.

City 17 Soundscape by michelmcbride

Gamasutra: Michel McBride-Charpentier’s Blog

[via Serial Consign]

+#design
+#technology
+cities
+Design
+Entertainment
+gaming
+mobile
+soundscape
+technology
Trending

Volvo Is Launching A Global Car-Sharing Business

Automotive
PSFK MEMBERSHIP


JOIN RETAIL INTELLIGENCE PLATFORM
Get access to retail reports and 20,000 retail insights


LEARN MORE

TREND REPORT


FORECAST 2020
The Consumer Roles That Will Shape Our Future
 

DOWNLOAD NOW

IoT january 19, 2017
Technology january 19, 2017
No search results found.