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All Players Hear Differently. What Do We Do?
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
3 min read


Why Your Last Sounds Stick with Players the 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. We remember and value endings much more than beginnings, according to a bunch of studies. According the American Psychological Association , the Recency Effect i s "a memory phenomenon in which the most recently presented fa
2 min read


Make Your Players Look Where You Want with These Sound Hacks
Can you get your player to look the same place on-screen? They're going to be a better player and have an easier time understanding the gameplay if this is true. Thankfully, our gaze follows gradual changes in pitch, so use these simples rules to make it happen. This fight with Gusion in Cult of the Lamb uses the techniques we'll talk about today. Raise the Pitch When You Want Your Player to Look Up By designing certain attacks and maneuvers to have these changes in pitch, we
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Why Games Should be All About that Bass
The rumbling sound of an earthquake or bellowing growl of a bear mean we're in danger. This means we've evolved to tense up when we hear low-pitched sounds and can use power of these frequencies to guide your audience. Here's How: Communicate How Heavy, Large, and Close an Entity Is Low frequencies can reinforce the size and weight of an incoming object or enemy. Think of the Colossi in Shadow of the Colossus , the titans in Attack or Titan, or the boulders in Sen's Fortres
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The Power of Getting High (Pitches) into Your Games
Why can we pick out where a baby crying or an ambulance going by is on a crowded street? Why are we so good at picking out high pitches, and what does that mean for sound design in video games and films? Sound has been used to manipulate creatures and convey information for many generations. Being able to hear our young cry has allowed humans to survive this long. Screams also tend to be higher-pitched, which is another clear signal that we may be in danger. Manmade sounds t
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