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Get Into Your Players' Heads with The Psychology of Sound
There is no such thing as objective hearing! Understanding this can help us make sounds that are suited for a specific audience. So, what should we keep in mind when creating sounds for games? Factors to Consider About How We All Hear Differently: People with hearing loss lose their ability to hear high pitches first and low pitches last Children can hear higher pitches than adults (up to 20,000 Hz vs. up to 15,000 Hz) Infants hear all frequencies at the same time, meaning th


onFinish: Why Your Last Sounds in a Sequence Matter Most
What if the last sounds in an attack combo, the last words your character say in your game, and the last sound your player hears late-game were remembered the best? A psychological phenomenon called the recency effect implies that this is likely the case. According the American Psychological Association , the Recency Effect i s "a memory phenomenon in which the most recently presented facts, impressions, or items are learned or remembered better than material presented earlie


That Tracks: How to Guide Your Player's Gaze with Sound Alone
A player's user experience is dependent on clarity and comprehension. If they know where to look on the screen, they're going to have an easier time understanding the gameplay. Our gaze follows gradual changes in pitch, so let's use this to our advantage. Here's we can use gradual changes in pitch and panning within the gameplay to improve your player's experience: Raise the Pitch When You Want Your Player to Look Up By designing certain attacks and maneuvers to have these c


Hitting a New Low: The Psychology Behind Bass Scaring Us
We have a good reason to be stressed if we hear the rumble of an earthquake beneath our feet or the growl of a nearby bear. These sounds signal that our lives are in danger, and that we need to act fast to keep ourselves and loved ones safe. Our ancestors needed to hear a nearby predator's roar or a life-threatening storm coming towards us, so we've evolved to become tense when we hear certain low-pitched sounds. Here's how to use the power of these low frequencies to guide y


Get High: The Quickest Way to Alert or Annoy Your Players with Sound
A look into how high pitches/frequencies can get a player's attention or cause ear fatigue depending how they're used. Use this tool wisely, game developers!
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