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Atmospheric Sound Design in Games: Pacing Engagement and Environmental Storytelling

aut.embargoNoen_NZ
aut.thirdpc.containsNoen_NZ
dc.contributor.advisorBennett, Gregory
dc.contributor.advisorShearer, Rachel
dc.contributor.authorCollins, Callum Barnett
dc.date.accessioned2022-09-12T01:18:58Z
dc.date.available2022-09-12T01:18:58Z
dc.date.copyright2022
dc.date.issued2022
dc.date.updated2022-09-11T23:25:37Z
dc.description.abstractAtmospheric Sound Design in Games: Pacing, Engagement, and Environmental Storytelling seeks to demonstrate that game pacing is a key factor in determining player investment in high-agency narrative elements, such as environmental storytelling, and that pacing can be manipulated through both level design and atmospheric sound design. This research seeks to further game sound research by producing artefacts that will serve as case studies for other designers and researchers. These artefacts will take the form of game prototypes which will explore game sound design and discover what techniques and tools effectively realise the potential of sound as a narrative device and engage the player in the narrative of a game world. The making processes of this research will follow an iterative design methodology, using the methods of conceptualisation, prototyping and evaluation. The case studies Flower, Darkwood and Limbo will form the basis of ideation for the prototypes and serve as a reference during iteration and development. These case studies will be used to analyse how sound can be incorporated into a game design process, to further understand its connection to level design and pacing.en_NZ
dc.identifier.urihttps://hdl.handle.net/10292/15439
dc.language.isoenen_NZ
dc.publisherAuckland University of Technology
dc.rights.accessrightsOpenAccess
dc.titleAtmospheric Sound Design in Games: Pacing Engagement and Environmental Storytellingen_NZ
dc.typeThesisen_NZ
thesis.degree.grantorAuckland University of Technology
thesis.degree.levelMasters Theses
thesis.degree.nameMaster of Designen_NZ

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