A Quote by Don Bluth

I have never seen a game's graphics look so sharp and clean. The sound design for the game is also unique on the Xbox. The memory on this system allowed us to provide the user with 5.1 Dolby surround sound for home theatre owners.
There are some sights that, once seen, can never be unseen. They replay themselves on a loop in your mind’s home-theatre system with Dolby surround sound until you’re so desperate to be rid of them that you’ll resort to other loops simply to dislodge them for a while.
The last 10% of game design is really what separates the good games from the great games. It's what I call the clean-up phase of game design. Here's where you make sure all the elements look great. The game should look good, feel good, sound good, play good.
I could make Halo. It’s not that I couldn’t design that game. It’s just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play.
The sound of a golf game is very different than the sound of a football game.
I always like to do sound design, and in movies, you have more leeway with that, but I don't really notice that sound design is being used in TV other than just location sound.
We never look deeply into the quality of a tree; we never really touch it, feel its solidity, its rough bark, and hear the sound that is part of the tree. Not the sound of wind through the leaves, not the breeze of a morning that flutters the leaves, but its own sound, the sound of the trunk and the silent sound of the roots.
We needed to make a sound that's not gonna fit in with everything else - we wanted to make something that was completely unique and individual to us. We spent a lot of time trying to make a sound that was a One Direction sound. At first it was quite hard to do that, but I'm really happy with the sound.
They don't make poles long enough for me want to touch Microsoft products, and I don't want any mass-marketed game-playing device or Windows appliance near my desk or on my network. This is my workbench, dammit, it's not a pretty box to impress people with graphics and sounds. When I work at this system up to 12 hours a day, I'm profoundly uninterested in what user interface a novice user would prefer.
It seems that most the world is driven by the eye, right? They design cities to look great but they always sound horrible ... They design telephones to look great, but they sound horrible. I think it was about time that the other senses were celebrated.
I collaborated with a brilliant young sound designer named Anthony Mattana, who enriched the sound of the total production with vocal effects, percussive and other sounds. He also mixed the sound effects and the music, using the theater's first rate sound system to complement the theater's acoustics. This completed my score.
You know music and sound design can be very powerful with how you use it but also the absence of sound can say a lot as well.
I was able to interpret the difference between the sharp, quick sound and the slow, deep sound of percussion and manipulate it, get a third sound out of things, if the beats were rapid enough.
There are major benefits to building a game once and improving it over a long period of time based on user feedback and behavior. It's kind of depressing to have to build a game once, take all the user feedback, and then spend the next 3 years building another game.
For me, having played the game of football, I look at it through a much different lens. I don't look at it from a fan's perspective. I'm always trying to analyze and critique things when I'm watching sporting events. That's why I never have the sound on.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
Arimaa's a better game than I thought. It follows a fairly sound approach to making the game difficult for computers.
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