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How do you use sound to make different environments feel unique?
Post: 2012-07-19 22:46:43Well, we mostly let the real world dictate that. There are common elements of a desert or a dungeon that humans will associate with those environments; the desolate tundra of a desert sounds much different than the clanking chains of a dungeon. For a specific example of how we use sound to make different environments feel unique, notice that anytime you're indoors or underground you’ll hear a really lush reverb effect, a special part of our sound design that kicks in to let you know instantly that you’re inside and cut off from the outside world. We did that because I wanted a drastic difference between the two worlds; it makes the act of entering more dramatic and makes you feel like you’re in a different place.Our team provide professional diablo 3 gold, Power Leveling service and services for many other online games .It's not wrong to choose us to buy diablo 3 gold. we would do our best to help you enjoy your game,our company is the professional and efficient which leading MMORPG service company. We has been engaged in online game virtual items exchange for 6 years and has gained a lot of experiences
hat said, we had to be really careful about what sort of processing effects we used during production. For example, Starcraft II features a sci-fi world and thus we can get away with certain kinds of processing like chorusing or flanging (really specific sound design terms), tricks that we can't use for Diablo III because they stand out too much. For the dark, medieval world of Diablo III we have to stick to elemental sounds, like dirt crunching or fire crackling, the sort of things that exist in the real world that we can produce with minimal processing.
