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Sprint2 Background music in five scenes(Team 3)
Modify background music. Usually refers to a kind of music used in TV series, movies, animations, video games, and websites to adjust the atmosphere. Inserted into the dialogue, it can enhance the expression of emotion, and achieve a feeling that makes the audience feel like they are there. In addition, music played in some public places is also called background music.
The storyline revolves around adventure and survival. The main style keywords of the game are as follows: adventure, suspense, darkness, day and night transition, tension, survival, etc
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- Like film animation and other works, background music is to render the atmosphere and enhance the overall performance of the picture, just like seasoning, which seems very insignificant, but can have a strong vitality as long as it is embellished.
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- We can say this: Games = interactive art + experiential art. The combination of excellent feedback and listening music can make the player feel comfortable in the game and make the body and mind more happy. For example, we must be ever feel the same way, that's horrible scene is, is that the double impact of visual and auditory, whether it's just watch scary scenes and listen to music to bring people of terror fears are great was weakened, sound is rendering terrorist atmosphere is an important means of the sudden there was a loud certainly better than pure blood picture can achieve the goal of terror.
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- In the current era of serious homogenization of game background music, we all want to make the background music that can remind people of the game when they hear the melody. But after all, the success of the game background music, is everyone's memory point, is based on the success of the game, the game background music is indispensable for the game, but the game can make the background music, but the background music can not make a game, this is an undeniable fact. No matter how the game changes, it is always inseparable from the background music, the game is perfect because of the background music, and the background music can show its value because of the match of the game. The existence of every thing must have its own special meaning, and the background music of the game is also of great significance to the game. Listening carefully to the background music in the game makes you feel the different game world.
- find all five or more scenes and understand the main feature of each one.
- Deep experience the elements that each scene needs to contain and find the material library
- Compare the characteristics of the music in each scene, determine the suitability for the game, and finally choose the result
Based on the five different scenes given by the main storyline, they should have their corresponding scene BGM:
Village1.wav | Village2 .wav | Village3 .mp3 | |
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Feature | With extremely low notes as the underlying sound track, the eerie effect is very significant; At the same time, the unique instrument sounds, sharp and sudden, add fear effect. | The selection of more long notes, and the rhythm of the slow sandi, at the same time contains a few more special notes to create a quiet and smart feeling, the whole piece adopts the organ effect, mixed with the piano unique ornament, very classical characteristics. | The rhythm is very light and slow, the game stimulation is not strong, more in line with the characteristics of the village leisurely. |
Reasons For choosing | Sense of fear | Deft and quiet | Leisurely |
Final one | Village3 |
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Reasons | We believe that the village scene, as the most common scene, should be the area where the player can think deeply about the game, and therefore need a gentle background music to assist |
Lab1 | Lab2 | |
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Feature | The atmosphere in the laboratory is often serious and strange, because the uncertainty of the experiment gives people an atmosphere of suspense, supplemented by exploration. The music is composed of high wind instruments, and the rhythm becomes stronger and faster. | The mood is rising, inclined to calm, not high stimulation |
Reasons For choosing | serious and strange | not high stimulation |
Final one | Lab1 |
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Reasons | We felt that the game's gameplay features were outstanding and should be accompanied by distinctive background music |
temple1 | temple2 | |
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Feature | Just like the momentum of the soldiers on the battlefield, the aura is grand, the rhythm is bright, rendering passionate and sacred aura, which corresponds to the magnificent momentum of Poseidon palace at the bottom of the sea. | The atmosphere is more somber and has a strong sense of fear, a lack of sacredness |
Reasons For choosing | serious and strange | somber |
Final one | temple1 |
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Reasons | We think that the sense of sanctity is so important to the temple that we're dealing with both the sense of sanctity and the sense of mystery |
theatre1 | theatre2 | |
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Feature | At the beginning, the pitch is very low and the pitch is long. After rendering the atmosphere of depression, the organ and orchestra with faster rhythm are added in the middle part, which makes the game enter the climax and the atmosphere of terror is very strong | The atmosphere is relatively peaceful, with a very strong classical color, the use of the piano calm tone, so that the characteristics of the theater is highlighted |
Reasons For choosing | the atmosphere of terror | peaceful |
Final one | theatre1 |
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Reasons | Both pieces of music reflect the main features of the theater. In order to better fit the theme, we choose music with mysterious atmosphere |
unlocked1 | unlocked2 | |
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Feature | Repetitive and eerie music with piano sounds adds to the eerie feel of the game | Scary, mysterious, weird |
Reasons For choosing | piano sounds | mysterious |
Final one | unlocked1 |
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Reasons | Our team thought that since it was an unlocked area, the match should be mystery and danger, which was obviously a closer choice |
The test data and feedback in this sprint will serve as the basis for user testing in the next sprint. In order to match the tasks that the team may need to accomplish in the next sprint, we have designed the direction of testing and evaluation that may be required in the future:
- The first feeling of all the members for the atmosphere of each scene
- Satisfaction of all members with the selected BGM
- Exchange ideas with all relevant Teams that may collaborate.
- Through communication, we should find out the shortcomings of what we have done before and discuss the solutions
- Expand the music library through member satisfaction feedback to help select more satisfying and refined music (e.g. especially in terms of atmosphere rendering)
- Discuss with relevant teams and determine if improvements are needed.
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack