Skip to content

Sprint2 Background music in five scenes(Team 3)

Jasonzcx edited this page Sep 13, 2022 · 6 revisions

instruction

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.

Design

main feature

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

advantage of using BGM

    1. 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.
    1. 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.
    1. 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.

main structure of BGM

  1. find all five or more scenes and understand the main feature of each one.
  2. Deep experience the elements that each scene needs to contain and find the material library
  3. Compare the characteristics of the music in each scene, determine the suitability for the game, and finally choose the result

Selection process

Based on the five different scenes given by the main storyline, they should have their corresponding scene BGM:

scene 1--village(the main area which players will visit)

First choice

Village1.wav Village2 .wav Village3 .mp3
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

Defined Style

Final one Village3
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

scene 2--lab

First choice

Lab1 Lab2
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

Defined Style

Final one Lab1
Reasons We felt that the game's gameplay features were outstanding and should be accompanied by distinctive background music

scene 3--temple

First choice

temple1 temple2
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

Defined Style

Final one temple1
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

scene 4--theatre

First choice

theatre1 theatre2
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

Defined Style

Final one theatre1
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

scene 5--unlocked area

First choice

unlocked1 unlocked2
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

Defined Style

Final one unlocked1
Reasons Our team thought that since it was an unlocked area, the match should be mystery and danger, which was obviously a closer choice

Future Testing/Evaluation

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
  1. Exchange ideas with all relevant Teams that may collaborate.
  2. Through communication, we should find out the shortcomings of what we have done before and discuss the solutions
  3. Expand the music library through member satisfaction feedback to help select more satisfying and refined music (e.g. especially in terms of atmosphere rendering)
  4. Discuss with relevant teams and determine if improvements are needed.

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

Clone this wiki locally