Video Game Sound Design
Ойындар
🌏 Get Exclusive NordVPN deal here ➼ nordvpn.com/Stryxo It’s risk-free with Nord’s 30-day money-back guarantee! ✌
Apologies for the wait between uploads, made a video about video game sound design. There's a lot of extra sounds and games I didn't talk about for the sake of not making the video like 40 minutes long, so I might revisit the topic in the future. Hope you enjoy!
Twitter - / stryxo
Twitch - / stryxo
Discord - / discord
if you're reading this please follow my twitter i'm trying to hit 10k followers soon
This, is unpacking, a game all about, unpacking. Through clever environmental storytelling this game tells the story of someone’s life through moving into brand new homes over the course of 20-ish years. Now THIS, is the sound of an air freshener can on the tile floor of a bathroom, and here’s that same can on a sink, and on the lid of a toilet, and even on top of a toilet. See what makes unpacking so special on top of the qualities previously mentioned, is that this game has over 14,000 sound files for all of the things you organize in this game. Game cartridges, plushies, pots and pans, colanders, soap bottles, every single thing you organize in this game has so many different sounds for every possible thing you could set them on. All of this, is sound design.
When it comes to things that make or break a game, there’s a hierarchy of things that people actually care about, or should care about. Things like Music or Graphics are less important to a game then the story, or just the overall gameplay. That’s not to say that these aspects are, useless, but like everything, they have their place. Sound design falls somewhere, eehhhh (on screen of the text just flying everywhere). See, depending on the game, it can be something that goes completely unnoticed, and that’s seemingly by design. If you’re noticing the sound design in a game, 9 times out of 10 it’s because something is out of place, or even seemingly not what you expected.
With that out of the way, Let’s take the most recent call of duty for an example where sound design is important to the overall experience. Modern Warfare II is a prime example of a first person shooter, shooter being the important thing here. When you’re shooting a gun in one of these games you want it to, well, sound like a gun. A sound that’s powerful, yet succinct, and depending on how strong the weapon is, it might even linger through the air to convey that an incredible “boom” just took place. This whole experience would be ruined if you fired the Signal 50 and it didn’t sound as powerful as it looks. Go too far with realism on this though and the game wouldn’t be fun, no one would want to play if after 30 minutes everyone had tinnitus, it’s a delicate balance of making the gun sound powerful enough, without just playing the audio of the gun at it’s proper volume without editing.
But it’s not just gun sounds that can ruin the gunplay experience, it’s everything else around it. You can have the best sounding gun ever put in a video game, but where’s the audio for, fiddling with the gun, handling it, reloading it, the impact. Each one of these things is a separate sound, or sounds, that need to be added to create the full experience of just firing a weapon. Going past this, FPS games also need to balance feedback you get from using that weapon, it’s not just the sound of the gun going off, but the sound of the headshot at the other end that gives you that rush of dopamine. The sound of that melee, that rank up, that headshot motivates you with each and every hit of serotonin that it gives you, again and again throughout the gameplay loop. Is the game a failure without these things, no, but when done well it’s a significant enhancer to the experience.
Пікірлер: 179
🌏 Get Exclusive NordVPN deal here ➼ nordvpn.com/Stryxo It’s risk-free with Nord’s 30-day money-back guarantee! ✌
@woopyv2265
Жыл бұрын
@Whisq based
@relaxed600
Жыл бұрын
get that bag stryxo
@HellShotBoy
Жыл бұрын
Man, just make a patreon, don't do this advertising bullshit
@gupadre8255
Жыл бұрын
How about no
Good sound design is what can complete the atmosphere and feel of a game. Sometimes that's a hard hitting soundtrack that perfectly aligns with the action, other times erie silence that makes your spine tingle.
@aurelia_the_jelly
Жыл бұрын
Damn I thought I would only be cursed with that profile picture under Emkay videos
@Jessica-ml8wx
Жыл бұрын
WHY DO YOU SHOW UP IN EVERY COMMENT SECTION I OPEN
@Helperbot-2000
Жыл бұрын
Sometimes its even both... at the same time! The bridge section of highway 17 in half life 2 comes to mind
@whoisanarnb
Жыл бұрын
Or that calming homey feel to songs when you're shopping for a new outfit for your character
@scientificallyaccuratespino
Жыл бұрын
Hi again latias funnyman
Sound design is one of those things that most people don't really pick up on at first, but once u learn about it, even just a bit, it will ALWAYS be noticeable when a piece of media has either poor or great audio design.
I think Iron Lung is a great example of sound design, throughout the game you are in absolutely no danger (except if you crash yourself) yet the game has an extremely dreadful aura around it and just the sound that things create can make one afraid of seeing what is on the other side.
@shreeshfuup7058
Жыл бұрын
I’d also list Subnautica here for many of the same reasons. Both of these games are underwater, where sound is literally muffled, yet they master sound design nonetheless-not despite the limited soundscapes but because if it. Since the games are so quiet, and you have such limited visual information, you pay extra attention to the sounds around you. Is that the creaking of my sub under intense pressure or the movement of something big outside? Is that roaring the groans of a passive Reefback or the echolocative cries of the dreaded Reaper Leviathan? You pay so much attention to learning the different sounds and their meanings in both of these games, and if the sound design was less fitting or had less attention to detail put into it both games would have a much worse atmosphere.
@IDGs_space
Жыл бұрын
reminds me of the classic source ambience!
As a sound designer myself, thank YOU for spreading the good word! Even within development it’s really not as highlighted as it should be, so I’m always happy to see stuff like this.
A great example is the Garden Warfare Two kill sound, the pop is so satisfying.
I LOVE GOOD SOUND DESIGN!!!! 🔊🔊🔊🔊🔊
@crazyjack746
3 ай бұрын
Sousn
The genuine quality of Stryxo's videos have gone up recently. Including their talking, Its like a consistent flow of information that somehow isn't overstimulating. This is a good video
Factorios research sounds, or just the sounds of factorio in general give me such a strange feeling but i love it so much. it makes me want to play more of it.
Good sound design is one that is immediately recognizable without visual context. You know it's Darth Vader when you hear that iconic breathing without seeing him.
I've said for years that there were 2 groups of devs that never got quite the attention they deserve and that was animators and sound designers/engineers. I think animators have been getting a lot more (well deserved) attention because of the greater focus on them and what they can achieve. I've always had some really odd love to see/hear some of these things very closely and it's nice seeing the people on the sound side are getting more love they so often deserve.
Great video Stryxo! I think this really does bring to light to how important sound is!
good sound design can be so satisfying to hear :)
I respect the sponsor placement - instead of trying to smoothly transition into it, you pull a John Cena and mention it out of nowhere :’)
When I saw the teddy sound effect at 2:30, I dont know why but I laughed for a straight 3 minutes
1:08 "Stroke me! I like to be stroked!" Bro what 😭😭😭
I miss when stryxo's logo at the end would stop spinning right at the end. Bring it back pls :)
I always appreciate seeing some love sent towards game sound designers, it's a very strong and often completely ignored section of making a game. I will say I disagree with putting graphics at the bottom of this hierarchy of things people should care about though. Graphics are also very important to games and are often brushed off. In fact, a lot of what you said about sound design is stuff that can be said about graphics as well. Telling a story without words, like the resident evil ambience you mentioned can also be done with environmental storytelling or just how a place looks will effect the player's emotion and feeling. Silent hill's scares wouldn't be nearly as good without the great sound design, but it also wouldn't be nearly as good if the game looked like Genshin Impact. And with competitive games like CS:GO, vision is our primary sense so we get a ton of information from visuals, just like how the audio gives us information and can be used for deception. Imagine if you took Battlefield 4 and swapped the graphics with Team Fortress 2. The game would be fundamentally different to play. Things like the FLIR would be almost useless and hiding anywhere would be much more difficult, but the enemy would be much more clear and noticeable. Really, graphics and sound design both play a big part in how a game feels and plays, they're both important. You can get away with having one be great and the other be okay, but what's best is having both used together in a great way and in a way where they compliment each other.
My all time favorite will always be the M1911 from Black Ops 1. Then it’d have to be the Desert Eagle from the first Modern Warfare in 2007. So distinct, slick, powerful. Hats off to sound designs for mostly thankless work that contributes a TON to the experience.
I’ve been following the channel since the infamous Ultra Kill video, and I can confidently say that your script writing has gotten so much better.
I'd like to point out half life and how amazing it's sound design was considering its from 1998
I feel like Rust is a really often overlooked gem of excellent sound design. Every type of object has a unique looting sound depending on the material its made of. Combine that with the excelent sound engine and really good spatial audio brings the game to the next level of immersion.
As somebody who, by life circumstances, if for no other reason, has to pay attention to the way that sound functions in our world, this is one of the most incredible videos on sound and sound design that I’ve ever seen, fantastic work.
Valve games in general have great sound design, if i were to pick out one favourite it would be half life 2, especially the train bridge section. You hear the ambience of the seagulls flying around, the ocean splashing far beneath you, the wind blowing around the bridge, and the bridge creeking as the trains pass overhead, its an eerie silence as the song lab practicum starts playing, its slow and feels almost random in its synthetic tones, and it perfectly ties together the atmosphere in one of the most beautiful moments of the game. Kelly Bailey is a fucking audio genius
that was the smoothest ad transition I've ever seen. Kudos!
I'd love to see you talk about character designs, it's barely talked about but it's super important in my opinion. nice video :>
Bro is obsessed with totoro
If we wanna talk JRPG sound design, Shin Megami Tensei III Nocturne and Digital Devil Saga’s Agidyne, Ziodyne, Zandyne, Megidolaon, Mamudoon, Power/Mind Charge / Focus, physical, and debuff skill sound effects. They're peak, enough said
Age of empires 2 has some of the best sound design that I can think of. The music is phenomenal as well
Another example is Astroneer. I haven't seen anyone talking about it, but the sounds are just so satisfying. You can definitely play without them, you barely need any sound as dangers are always visible, but it kept me playing.
I will always remember the Bloons popping sounds even though I have it muted now.
Rust headshot crunch goes hard
Its always interesting to see how video game sounds were created^^
Stryxo : No one would play a game if after 30 minutes if everyone had tinnitus Arma players : let us introduce ourselves
Was having a long day, and watching your videos cheer me up :)
noice and informative vid didn't really noticed the effort of sound designers in games
I have to say stryxo is the only KZreadr who say video games/games like a million times
Sound design is important. Even Minecraft sound quiz player made maps was fun to guess and make my own to test what is what sound. Guns have a punchy sound. Jumping, lifting the character up, eating, throwing, slashing, stabbing, slicing, walking, running. Objects breaking like a vase, a plant, what surface someone steps on (Minecraft sound mods for steps especially is noticeable of this) or falls down to, enemies deaths, among any other situation fictional or realistic it's necessary and great. Sound is made from many weird sources for sure but it's interesting and important.
Good sound design really makes everything so enjoyable, like driving a car or just chilling at the seaside. I've seen bad examples and I wanted to study sound design in university but there was none in my country and with my limited budget it's hard to make it sound good
As an audio guy, I appreciated this video! Very well done!
Love your videos and polls.
sometimes its the things you rarely notice like sound design that can really elevate a game to the next level. pretty much all of my favourite games have stellar sound design, so its something I like to look out for a lot now.
Subnautica has peak sound design and soundtrack
I'm also a huge sucker for great select sounds. Quake III, original RE4, Silent Hill 2, Halo 1& 2 has the best select sounds and honestly the best sound design in general.
i think the sound design of the guns in apex is pretty awesome, every weapon feels so unique this way
"When you do a job right nobody notices you done anything at all" -some future rama quote
S T R O K E M E
@crimsonapollo1
Жыл бұрын
I L I K E T O B E S T R O K E D
@ilfoxyy
Жыл бұрын
Gives the same energy as "I'm over here stroking..."
I think in many games sound is very important for boss telegraphs as well!
Probably the most underated part of splatoon is the audio design. Shooting guns feels heavy but not necessarily like a gun because you're not Shooting bullets, you're Shooting thick globs of ink, then when it hits a wall or the floor it lets out a satisfying splat. When you swing a roller you hear the wind up and it sounds incredibly heavy and then the swing down sounds powerful as you hear it throw a ton of ink off of it Dropping into ink from high up produces the most satisfying *plonk* I've ever heard in a video game Incredible audio design
One of my favorite sound stages is a endgame factorio base
Audiophiles love audio files
This was a masterpiece video fr
Of course Stryxo has a video of a dog begging to be stroked
Red alert 3 Voicelines are all gorgeous, you can listen to it multiple times and still amazed by how good it is, or how so ridicolous it is, its good
I'm an audio director for an indie org and lead sound designer/audio engineer for another org. Sometimes is hard to make people realize that you experience games through 2 senses (most of the times. vibration is a thing): sight and hearing. If you take audio away, you're missing out of 50% of your sensory experience.
WAKE UP BABE NEW STRYXO VIDEO DROPPED
Music is a lot more important than story to me.
its so weird to hear the funny guy on wildspartanz talk in a genuinely cool video essay
Been watching since like 20k subs (i think i dont really remember...) and your content is always top tier
I still have the sound of using a key in TUNIC stuck in my head. It's nothing special, but it there.
I think Battlefield 1 is the pinnacle of sound design (that I can think of). The gunshots (especially the Martini Henry, good lord), cannon reloads, planes flying overhead, tanks chugging along, that absolutely incredible headshot PING, the soldiers shouting, it just all comes together perfectly
2:31 it made me laugh for so long
Sound design is unique that’s all I have to say
2 of my favorite games of all time are my favorites in big part because of the sound design Halo odst and black ops 1 both have a heavy emphasis on atmosphere and black ops 1 especially on zombies has a ton of small but effective sound effects like the ambient noises outside of kino ter toten are to this day one of my favorite details in any game and odst has one of the best atmospheres during the streets sections and the soundtrack compliments it so well too.
Surprised you didn't talk about Minecraft more every single action seems like it was made to be as satisfying as possible
The combat evolved shield recharge sound sounds like it's probably not foley at all. It's probably sin wave increasing in pitch, with a bit of distortion and maybe a phaser. Obviously other halo games have other shield sounds that were made differently, but the one you played sounds like that.
I think about the sound design more than the game itself sometimes 😅
imo Devil Daggers in one of the best games in terms of sound design, its made in sutch a way that tells the player every thing happening in the arena, the sounds tend to differ in wave frequency so they can be understand even when overlapped
I'm surprised you didn't mention fighting games fighting games have very iconic sounds and the feeling of hitting the opponent has to sound satisfying
Dead Space is a great example of excellent sound design
Bro battlefield 1's got the best music like listen to it its amazing during a charge into a objective with amazing music, Chefs kiss grade of music
I don’t understand how people find unpacking in a game fun
Pet peeve of surround sound enjoyer: I built 5.1 hdmi surround system for games because as A teen I once tried 5.0 pro logic surround in Wind Waker. I love surround sound in gaming though headphones give the same for balanced hearing ears. I hate the fact that fan and older delisted versions of doom and quake have surround sound but newest freshest versions are in stereo only. I already settle to DTS on my ps4pro now i settle to dts in stereo
When it comes to video game sound design VALVE is the king of industry.
The sound design in hell let loose is amazing, it's so immersive I almost forget I'm not actually a Nazi soldier marching through France
Another good example of a wonderful sound is the sub weapon throw and sound detonation. It's so distinct and you can always tell how near or far you are from it and the sound is essentially telling you that you'll die if you don't move right now and from an attacking position that's a great way to draw your opponents attention
Sound Design is underrated
music above story
If music makes you feel, sound is what makes it real Is something some smart guy said sometime
Sound is that silent kid, no one notices when it is where it should be, but when it disappears, everything feels wrong
the games my team works on genuinely would not be possible without our audio designer, those folks really are the unsung heroes of the games industry. it may be true that few people notice their work if they do their job right, but people DO notice really fast if the job is done lazily and haphazardly. its just one of the many aspects of polish that separates the good games from the great ones, in my eyes
11:37 fin.
videogames most importment steps for a good game gameplay story sound/ music grafic
I'd have to correct you here at 3:53, Halo 2 was the first *_playable_* appearance of the Energy Sword. I do not count Combat Evolved as it is an NPC only weapon that you can't obtain in neither the singleplayer nor the multiplayer.
*metal pipe sound effect*
You've been on a upload frenzy recently
The crazy thing about FNAF's sound design is that it's almost entirely made up of stock sounds and royalty free music. Each sound you hear was either bought from an asset pack or from a website that sells royalty free music, with a few exceptions like the animatronic scream coming from a horror movie that Scott enjoyed. It would seem generic if scott didn't: A) Dig DEEP to find all the sounds, or B) Didn't code them so well. Every single sound is so unexpected and the atmosphere of the game itself is so intense that every sound made almost always makes you jump and panic, adding to both the immersion of the game and the difficulty of the game. One moment you're just flipping through cameras, the next you hear some unfamiliar sound and Bonnie is at your door draining your battery, with Chica closing in quickly and Freddy's presence threatening to unleash him on you at any minute. It shows that even someone who isn't really a sound guy can make an amazing experience if the game itself is well though out and coded properly.
Nice video
I'm a musician, but I've been doing a lot more of sound design for games recently, mostly cause i like videogames and I'm interested in foley and stuff. If you have a game and you need a sound designer please feel free to contact me! 💫🔊
i can't for the life of me find the dog saying stroke me, can someone link it
Anyone else pick up on the Banjo Kazooie Spiral Mountain Underwater soundtrack in the background?
If any of you watch Zero Punctuation, think of all the fun metaphors Yahtzee has come up with for shooters with bad gun sounds
I don't remember this being CSGO?
Hello, anyone knows where to find the making-off video of Doom's meat sound?
Sound design is incredibly important, playing a game like Super Mario World or a Link to the Past without sound would feel incredibly off. Or if you want a more modern example, Pizza Tower without sound makes me feel like I’m playing an old cartoon film with color.
I wanna see foley for guardians of the galaxy, that game is (obviously) set in space, so it might be interesting
I wonder what hyper dimensional DMT fruit or machinery is used to create our sounds...
music is more important than story
A game with really good sound design it need for speed
Gonna drop Phantasy Star Online and its sequel as good examples for sound design too. PSO1 has very distinct sounds that you hear all the time. PSO2 actually reuses them with extra details added in to give them a modern feel. Lots of games do this but I recognize PSO's a lot from my own time playing it. It's really satisfying to hear and just works as a callback to give a sort of positive nostalgia for those who know