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SAE Magazine 13-3

82 PEOPLE & BUSINESS // PATIENT ZERO The dialogue of the main characters and NPC sounds were added. Another factor was composing the music. The team composed atmospheric background mu- sic for the start screen introduction. During the game the music gets more intense which the team achieved with percussion and synthesized elements, including in the fight scenes. The last steps were finalising the game with an outro and implementing the so-called utility sounds which contain all the mouse over and click sounds. Multi-track events were used for the atmospheric environment sounds which have a volume fade at the beginning. This is so that when the distance parameters of these regions leave, the loudness falls away as you get further away from the incident. In addition reverb can also be created and the dry/ wet automations contribute to being further away. This was not necessary though as the team used the reverb definition of the current engine. The sound definition was ed as a loop so that the always repeat in the back All simple sounds such a fects sounds of the main c in a simple event. The dialogue was again multi-track events. A great deal of work and c the recording and program needed to complement th Afew recordings will contin game is unleashed in Aug gamescom, the world’s la highlight for interactive ga However the hospital leve In addition to the program Photo:SAEInstituteCologne Sound design for Patient Zero

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