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gris [2020/06/05 12:06] dmeier1gris [2020/06/05 13:06] (aktuell) – [2.1 Atmospheric Soundtrack] lcoquoz
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 | Sky      |  {{ ::firmament.mp3 |}}          |      {{ ::soundscape_sky.mp3 |}}        | | Sky      |  {{ ::firmament.mp3 |}}          |      {{ ::soundscape_sky.mp3 |}}        |
  
 +{{ ::gris:gris_2020-06-05_10-13-50.mp4 |}}
  
 Silence has frequently, yet in a clever way, been used in "Gris". After intense moments to allow the player to cool down or before important moments to create anticipation and make the player more attentive. Because music and sound has so much importance during the game, silence also is powerful, contrasting with the bewitching music and immersive soundscapes. Silence has frequently, yet in a clever way, been used in "Gris". After intense moments to allow the player to cool down or before important moments to create anticipation and make the player more attentive. Because music and sound has so much importance during the game, silence also is powerful, contrasting with the bewitching music and immersive soundscapes.
  
-{{ ::gris:gris_2020-06-05_10-13-50.mp4 |}}+
 ====    2.2 Perception-based ==== ====    2.2 Perception-based ====
 A lot of the character’s movements will produce a sound. They adapt to the material the character is on and to the architecture of the scene, whether it’s a cave, an empty building, a forest or underwater.  A lot of the character’s movements will produce a sound. They adapt to the material the character is on and to the architecture of the scene, whether it’s a cave, an empty building, a forest or underwater. 
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/gris.1591351590.txt.gz · Zuletzt geändert: von dmeier1