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	<title>Web Gamblings Galore &#187; Hall Of Games</title>
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		<title>Pushing Your Betting Tactics no End with Freely Given Guidance at the World&#8217;s Most Famous Poker Rakeback Sites</title>
		<link>http://www.web-gamblings.com/2009/10/19/pushing-your-betting-tactics-no-end-with-freely-given-guidance-at-the-worlds-most-famous-poker-rakeback-sites/</link>
		<comments>http://www.web-gamblings.com/2009/10/19/pushing-your-betting-tactics-no-end-with-freely-given-guidance-at-the-worlds-most-famous-poker-rakeback-sites/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 04:19:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Hall Of Games]]></category>
		<category><![CDATA[Lucky Web]]></category>
		<category><![CDATA[online poker]]></category>

		<guid isPermaLink="false">http://www.web-gamblings.com/2009/10/19/pushing-your-betting-tactics-no-end-with-freely-given-guidance-at-the-worlds-most-famous-poker-rakeback-sites/</guid>
		<description><![CDATA[Computers may have transformed the poker world forever, but the best full tilt poker rakeback has made the game even more enjoyable. Now, as well as enjoying your preferred card game and honing your game-play, full tilt poker rake back provides you with the chance to increase your profits. However, this new style of online poker gives you much more than that. If you really want the optimal return on every last bet you make, you would be wise to study the information available on these Internet sites...]]></description>
			<content:encoded><![CDATA[<p>The poker world has been changed forever because of the Internet, but the top poker ultimate bet rakeback sites have made the game even better. Nowadays, as well as playing the game and focusing your gameplay, it&#8217;s easy to use this new opportunity in the world of poker to step-up your earning potential. Nevertheless, full tilt poker rake back can offer much more besides. If you want to get the most out of every last bet you make, it makes sense to check out all the information offered on these internet.</p>
<p>If you are eager to improve your game, rakeback internet sites normally provide a good deal of relevant info and appeal to poker players of a high standard to perfect your game. These web sites allow you to find out about techniques that others use, develop the capability to read another player, discover playing styles, and fine-tune your own. Many of these internet sites also include forums or communities where you may ask questions and where you can ask for help from expert players.</p>
<p>As Full Tilt poker rake back will be played exclusively in dedicated rooms, it&#8217;s feasible to play the best of the best as well as ask for advice. You&#8217;ll find these websites are friendly, outside of the poker games and they&#8217;re very educational free of charging.</p>
<p>A poker rake back site may save you a substantial amount of money on your fees, but you will also get better returns for every penny spent. This is the case due to the platforms&#8217; featuring supplementary bonuses, special offers, as well as exclusive contests. Effectively this means that you will have more chances to win back your initial wager as well as a friendly environment, regular promotions for poker gear and may also include poker-related items.</p>
<p>All these special incentives definitely make a dramatic difference &#8212; particularly if you play enough poker hands over a period of time. To really supercharge your income, be sure to look for games offering good rates and take advantage of any special deals.</p>
<p>You will be able to select your betting style according to the specific style of Full Tilt poker rake back you enjoy the most. Ultimate Bet <a href="http://www.rakebackftw.com">Poker rakeback</a> sites that feature dealt style games are best suited for a player preferring to be conservative with their dollars. For people who wish to to play more games and take bigger risks, &#8216;contributed style&#8217; is in all likelihood a best choice. Whatever style you choose because this is the only form of online poker which lets you hold on to a sizeable percentage of all your rakes and at the same time tie up more profits in the process.</p>
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		<title>A Bowling Center Knows Helpful Pieces of Advice</title>
		<link>http://www.web-gamblings.com/2009/08/11/a-bowling-center-knows-helpful-pieces-of-advice/</link>
		<comments>http://www.web-gamblings.com/2009/08/11/a-bowling-center-knows-helpful-pieces-of-advice/#comments</comments>
		<pubDate>Tue, 11 Aug 2009 13:23:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Hall Of Games]]></category>

		<guid isPermaLink="false">http://www.web-gamblings.com/2009/08/11/a-bowling-center-knows-helpful-pieces-of-advice/</guid>
		<description><![CDATA[You can&#8217;t deny bowling boomed through the late the 20th century, into a very visible game. It may be no surprise the popularizationof bowling fueled innovation in bowling supplies from shoes to balls and bowling bags. Some bowlers are so well known they are now well recognized by fans, like Bowling pro heros ESPN loves [...]]]></description>
			<content:encoded><![CDATA[<p>You can&#8217;t deny bowling boomed through the late the 20th century, into a very visible game. It may be no surprise the popularizationof bowling fueled innovation in bowling supplies from shoes to balls and bowling bags. Some bowlers are so well known they are now well recognized by fans, like Bowling pro heros ESPN loves like Pete Weber, a bowling great of our time. More popular American bowlers include &#8220;The Dude&#8221; and President Barack Obama.</p>
<p>Given the exponential growth in the viability of bowling and improvements in resin bowling balls, the sport is increasingly about equipment. Also, you&#8217;ll find there&#8217;s more to brand name bowling shoes than velcro. The latest in bowling ball technology and lane conditioning has bowling balls taking curves on their own, dumbing down the minimum talent needed by the bowler to create his force and rotation. Straighter bowlers who have fewer hooking power can create plenty of force using the right tools (<a href="http://www.bowlingproshop.com">bowling ball bags</a> and balls to roll guaranteed strikes with amazing regularity, making the game easier to play. Strangely enough, generating increased rotation on the bowling ball actually hurts your roll. EvenDespite buying rective bowling balls, comfy bowling shoes and embroidered bowling ball bags, you&#8217;ll perfect your roll for consistency. Experiment before you discover the roll which gets you results. Take a look at these pieces of advice from yours truly.</p>
<p>Primarily, don&#8217;t try to hook till you get consistent. As you&#8217;re getting comfortable with it, play with a 3-step, 4-step and 5-step approach. Whether you take 3 steps or 4 will rest upon your stride and how far back you start from the lane. Also remember, avoid the urge to push off the bowling ball until after it has moved past your slide leg. If you do this, the ball should land smoothly out in the lane giving you better control. Last but not least, relax and socialize during your bowling match. For expert guidance, find a local bowling pro shop for unmatched advice.</p>
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		<title>The Friday Night Lights are the Best Games there are.</title>
		<link>http://www.web-gamblings.com/2008/10/10/the-friday-night-lights-are-the-best-games-there-are/</link>
		<comments>http://www.web-gamblings.com/2008/10/10/the-friday-night-lights-are-the-best-games-there-are/#comments</comments>
		<pubDate>Fri, 10 Oct 2008 21:14:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Hall Of Games]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Nightlife]]></category>
		<category><![CDATA[Television]]></category>

		<guid isPermaLink="false">http://www.web-gamblings.com/2008/10/10/the-friday-night-lights-are-the-best-games-there-are/</guid>
		<description><![CDATA[Friday Night Lights is the funnest game on the planet]]></description>
			<content:encoded><![CDATA[<p><!--StartFragment-->
<p class="MsoNormal" style="margin-bottom:0in;margin-bottom:.0001pt;mso-pagination: none;tab-stops:.5in 1.0in 1.5in 2.0in 2.5in 3.0in 3.5in 4.0in 4.5in 5.0in 5.5in 6.0in; mso-layout-grid-align:none;text-autospace:none"><span style="font-family:Helvetica; mso-bidi-font-family:Helvetica">Growing up our family played board games on friday night.<span style="mso-spacerun: yes"> </span>We would get together and have a huge dinner to end the week off.<span style="mso-spacerun: yes"> </span>The dinner would be around 5 pm.<span style="mso-spacerun: yes"> </span>We would eat for an hour or two, socialize about our days and <a href="http://www.propeller.com/member/acceletrim/ ">dreams</a>.<span style="mso-spacerun: yes"> </span>Dinner would consist of the basics, steak and potatoes.<span style="mso-spacerun: yes"> </span>After the dinner would come dessert.<span style="mso-spacerun: yes"> </span>Pies and chocolate for dessert.<span style="mso-spacerun: yes"> </span>After the dinner and dessert we moved on the board games.</span></p>
<p class="MsoNormal" style="margin-bottom:0in;margin-bottom:.0001pt;mso-pagination: none;tab-stops:.5in 1.0in 1.5in 2.0in 2.5in 3.0in 3.5in 4.0in 4.5in 5.0in 5.5in 6.0in; mso-layout-grid-align:none;text-autospace:none"><span style="font-family:Helvetica; mso-bidi-font-family:Helvetica">We played scrabble mostly.<span style="mso-spacerun: yes"> </span>This was my favorite because of the thinking that is involved.<span style="mso-spacerun: yes"> </span>I was able to learn about words and how to place them together.<span style="mso-spacerun: yes"> </span>As a young boy this was great for my brain development and to enhance my problem solving skills.<span style="mso-spacerun: yes"> </span>There were five of us and all of us benefited from this.<span style="mso-spacerun: yes"> </span>We always played that whoever won got the whole next week off from doing house chores.<span style="mso-spacerun: yes"> </span>This really made the games competitive because doing house chores as a kid growing up is no fun.<span style="mso-spacerun: yes"> </span>My parents played like at our level so that they could help our mind grow as much as possible.<span style="mso-spacerun: yes"> </span>Not only did I get smarter, but I had the best social time with my parents and brothers and sisters that can never be replaced.<span style="mso-spacerun: yes"> </span>Things are different today because of the television and video games.<span style="mso-spacerun: yes">There&#8217;s even video games that are interactive that can help you <a href="http://www.vidilife.com/video_play_1183350_Acceletrim_For_Fast_Weight_Loss_Without_Dieting.htm">lose weight</a>.</span>Back then we had to depend on others to keep us occupied and this build characteristics that have helped me out with my life.<o:p></o:p></span></p>
<p>     <!--EndFragment-->   </p>
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		<title>Is There Any Way to Improve My Chances of Winning?</title>
		<link>http://www.web-gamblings.com/2008/09/09/is-there-any-way-to-improve-my-chances-of-winning/</link>
		<comments>http://www.web-gamblings.com/2008/09/09/is-there-any-way-to-improve-my-chances-of-winning/#comments</comments>
		<pubDate>Tue, 09 Sep 2008 06:44:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Hall Of Games]]></category>
		<category><![CDATA[Lucky Web]]></category>
		<category><![CDATA[national lottery results]]></category>

		<guid isPermaLink="false">http://www.web-gamblings.com/2008/09/09/is-there-any-way-to-improve-my-chances-of-winning/</guid>
		<description><![CDATA[I keep seeing the lotto results for UK lottos in the paper, and thinking that it would be nice to win that much money. I know the chances aren&#8217;t real high of winning if you just buy a ticket every now and then, but I am tempted to start doing it sometimes. Is there any [...]]]></description>
			<content:encoded><![CDATA[<p>I keep seeing the <a href="http://www.betlott.co.uk/">lotto results for UK</a> lottos in the paper, and thinking that it would be nice to win that much money. I know the chances aren&#8217;t real high of winning if you just buy a ticket every now and then, but I am tempted to start doing it sometimes. Is there any way to improve my chances of winning the UK lotto? I don&#8217;t expect to win much, but it would be nice to win sometimes at least a small amount. Can anyone tell me what I can do to improve my chances? I would appreciate it.</p>
<p>I love to play the lotto, and every once in a while I win something small, which keeps me hoping that one day I will win the big jackpot. I check the national lottery results each day to see if they picked my numbers, even on the days I haven&#8217;t played. I know I will just kick myself if my numbers win on a day that I didn&#8217;t play, so I play almost every day unless I don&#8217;t get a chance to get out to get a ticket. I always play the same numbers, even though they haven&#8217;t been too lucky so far. </p>
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		<title>The Game Audio Explosion &#8211; A Guide to Great Game Sound Part I: Pre-production and Sound Design</title>
		<link>http://www.web-gamblings.com/2008/06/17/the-game-audio-explosion-a-guide-to-great-game-sound-part-i-pre-production-and-sound-design/</link>
		<comments>http://www.web-gamblings.com/2008/06/17/the-game-audio-explosion-a-guide-to-great-game-sound-part-i-pre-production-and-sound-design/#comments</comments>
		<pubDate>Tue, 17 Jun 2008 22:27:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Hall Of Games]]></category>

		<guid isPermaLink="false">http://www.web-gamblings.com/2008/06/17/the-game-audio-explosion-a-guide-to-great-game-sound-part-i-pre-production-and-sound-design/</guid>
		<description><![CDATA[I. FAR BEYOND BLEEPS AND LOOPS
The new console era is upon us. It has been met by developers everywhere with
 great anticipation, promise, &#8230;and yet, reluctance.  Programmers have spent a
 large portion of the past decade squeezing every last bit of potential from our
 PS2s, Xbox&#8217;s and Gamecubes.
 Now, after tricking these machines into [...]]]></description>
			<content:encoded><![CDATA[<p>I. FAR BEYOND BLEEPS AND LOOPS</p>
<p>The new console era is upon us. It has been met by developers everywhere with<br />
 great anticipation, promise, &#8230;and yet, reluctance.  Programmers have spent a<br />
 large portion of the past decade squeezing every last bit of potential from our<br />
 PS2s, Xbox&#8217;s and Gamecubes.<br />
 Now, after tricking these machines into performing beyond their expectations,<br />
 the shackles of technology have been lifted yet again. But will the next<br />
 generation consoles guarantee better audio?</p>
<p>No.  We can certainly expect more audio due to an increase in available<br />
 memory, and the ability to add additional content within BD-ROM and dual<br />
 layer DVD-ROM formats. But what makes audio sound good doesn&#8217;t<br />
 necessarily have anything to do with performance and delivery specs.  Surely,<br />
 our ability to manipulate audio will improve, but it will mean nothing if the<br />
 content doesn&#8217;t deliver. This article focuses on sound creation, and will enable<br />
 you to pave the way for effective and successful interactive game sound.</p>
<p>You have the ability to put the creative spark in motion regardless of which<br />
 game format you are developing. Knowing and preparing your sound team as<br />
 well as understanding the processes through which they work, will ultimately<br />
 help you to keep the audio on track, both artistically and financially.</p>
<p>II. THE AUDIO TEAM</p>
<p>A few years back, I was scoring a short animated film. One of the animators for<br />
 this film held a day job at a well-known entertainment company that had just<br />
 released a CG movie about dinosaurs. I asked him what he did on that project,<br />
 to which he replied, &#8220;I did all the toenails.&#8221;<br />
 I couldn&#8217;t help but think of the army of people responsible for the teeth, eyes,<br />
 scales, and so on. None-the-less, I saw the movie and it was visually stunning.<br />
 Realistically, game budgets will not allow for such an extravagant audio team,<br />
 but it does illustrate a good principle; that your audio personnel have well-<br />
 defined roles with which to focus their efforts.  Collectively, your audio will be<br />
 that much better for it.</p>
<p>Game budgets once mandated that production costs stay low, so it wasn&#8217;t<br />
 unusual to find that one or two people produced all of a game&#8217;s audio. Today,<br />
 the stakes are much higher, and so are the budgets.  Consumer expectations<br />
 have grown, requiring a movie-like experience within the confines of their<br />
 homes. The interactive market has become a battlefield for franchise<br />
 superiority. Bland, over-used audio must not be the exposed link in the armor<br />
 of any publisher or developer.</p>
<p>Whether you are using an in-house audio department or outsourcing the audio<br />
 completely, it is important that individuals have well-defined roles that do not<br />
 cross over into the other aspects of sound production. If the Audio Director is<br />
 splitting time as the Sound Designer, and the Sound Designer is also the<br />
 Composer, you can be sure that none of these shared jobs will get the proper<br />
 attention they require. It is important to obtain a list of your entire audio team<br />
 that breaks down the responsibilities of each member.  Use your sound budget<br />
 to fortify any areas in sound production that need particular emphasis. We will<br />
 discuss more on budgets later, but for now let&#8217;s start at the beginning.</p>
<p>III. COMMUNICATING THE VISION: PRE-PRODUCTION</p>
<p>A. EARLY BIRD CATCHES THE WORM</p>
<p>By their very nature, creative people are passionate about what they do.  You<br />
 shouldn&#8217;t have difficulty finding the enthusiasm amongst your sound team. Yet<br />
 this inherent motivation is not something to be left without guidance. You will<br />
 be doing your budget as well as your team&#8217;s morale, a disservice by letting<br />
 your sound team simply &#8220;have at it&#8221;.  When it comes time to add sound, the<br />
 sound designers have both an advantage and a disadvantage compared to the<br />
 other production team members.</p>
<p>The advantage is, that by the time the game is ready for audio creation, the<br />
 game has taken real shape and personality. This helps to guide the direction of<br />
 the sound effects design. The disadvantage is, that since the sound design is<br />
 one of the last stages to be developed, previously fallen deadlines become the<br />
 responsibility of the sound design team to make up. By bringing your sound<br />
 designers up to speed early, you can avoid costly third and fourth revisions.</p>
<p>B. THE DOCUMENTS, PLEASE!<br />
 Giving the sound team the most recent build to play, only gives them a partial<br />
 picture of the artistic direction of the game. The sound team, like the art<br />
 department, must understand the metamorphosis of the game&#8217;s characters and<br />
 landscapes.</p>
<p>To do this, compile a book or digital archive that chronologically depicts the<br />
 artwork, from the earliest sketches to the final in-game representations.<br />
 Arrange an in-depth meeting between the sound designers, composer and the<br />
 Art Director to discuss the game&#8217;s development from an artistic standpoint.<br />
 This will help your audio team create the proper palette of sounds in much the<br />
 same way an artist creates a palette of colors.</p>
<p>For story-driven games, distributing copies of the script will be necessary to<br />
 illustrate the motivation and goal of the game. While this is critical for<br />
 composers, the sound designers will benefit by the added sense of immersion<br />
 into the game.</p>
<p>Perhaps the best form of communicating the vision will come from the Game<br />
 Designer.  The game designer works tirelessly in his pursuit to create &#8220;the best<br />
 game ever&#8221;. He is never short of words when describing the intent of the game.<br />
 Though his work is creative, his methods are mostly technical. No one<br />
 understands the abilities of the characters in such detail as the game designer,<br />
 as the great number of technical documents he produces will attest. These<br />
 documents are invaluable to the audio team.  By thoroughly examining level<br />
 overviews and enemy specs, both sound designers and composers can create<br />
 complimentary aural depictions.  Bosses that are slow but powerful, or enemies<br />
 that are stealthy will be revealed in great detail within these documents,<br />
 providing the backdrop from which the sound designers can create.</p>
<p>C.  THE DEMOS &#8211; GETTING ON THE SAME PAGE</p>
<p>Once the above preproduction steps have been completed, it&#8217;s time for the<br />
 sound design team and composer to begin creating demos from game capture.<br />
 Create three to four movies 60 to 90 seconds in length from different levels in<br />
 the game.  Be sure to include the ambient portion prior to the action in order<br />
 to hear the game shift from low to high levels of activity. However, this may<br />
 not be possible for some arcade style games.</p>
<p>Once the sound design and music are complete, a mix of all the audio content<br />
 should be performed by the Sound Lead or Audio Director in either stereo,<br />
 surround or both, and exported with the movies for review.<br />
 It is important to have in place a team of reviewers that appropriately represent<br />
 those who have creative input. These might include, but are not limited to, the<br />
 Developing Producer, Publishing Producer, Executive Producer, Associate<br />
 Producer, Game Designer, Art Director, Audio Director and a franchise<br />
 representative if applicable. A robust review team will help generate an<br />
 accurate and collective review. If changes in the demonstration audio are<br />
 required and then subsequently agreed upon, your audio is ready for<br />
 production.</p>
<p>IV. SOUND DESIGN PRODUCTION</p>
<p>A. EMOTIONAL RESPONSE TO SOUND</p>
<p>From the beginning we have been programmed to respond to sound.<br />
 A mother&#8217;s voice, a church bell, or police sirens conjure an emotional<br />
 response.  Sounds help us to decipher the world around us. They warn us of<br />
 danger, call us to action and bring peace and tranquility to our lives.  The more<br />
 expressive the sound is, the greater our emotional response to it.  Sound<br />
 effects correctly placed in a game should evoke this response while defining<br />
 the environment, circumstance and personas on screen.   Due to the random<br />
 nature by which sounds are triggered in a game, they must effectively co-exist<br />
 without losing definition or character when multiple sounds occur in close<br />
 proximity to each other. Let us examine some general observations in game<br />
 sound design.</p>
<p>B. BEWARE OF SONIC SLUDGE!</p>
<p>There is a finite amount of sound data that the ear can properly interpret<br />
 before fatigue sets in. It is the role of the sound programmer or director to<br />
 prioritize which sounds are most important and at what times they are<br />
 important. The sound designer on the other hand, must always create content<br />
 that will be effective, regardless of the circumstances that exist at the time a<br />
 sound is played. Good sound effects should work well alone and in<br />
 combination with many other sounds. This is a challenging task, but careful<br />
 forethought and planning will produce a rich, dynamic and satisfying<br />
 interactive soundscape.</p>
<p>The key to preventing sonic fatigue is to create sound effects that vary in<br />
 volume and frequency in relation to each other. A single sound effect that is<br />
 loud and contains equal amounts of low, middle and high frequencies may be<br />
 effective when played alone, but if all the sound effects are loud and contain a<br />
 similar frequency spectrum, it becomes difficult to decipher one sound from<br />
 the next.</p>
<p>In most cases, the sound designer delivers the sounds at a reasonably loud<br />
 volume, to allow the audio director or programmer to appropriately mix those<br />
 sounds into the game, setting the playback volume for each sound. However, it<br />
 is the job of the sound designer to emphasize different frequencies according<br />
 to the requirements of each sound. To do this, the designer must know which<br />
 sounds are likely to be played together at any given time, then selectively<br />
 decide which sounds will emphasize specific frequencies. Higher frequencies<br />
 provide detail. Upper middle frequencies provide presence, while lower<br />
 frequencies depict power or energy. Too much emphasis on high and upper-<br />
 middle frequencies will lead to fatigue, while too many sounds containing<br />
 lower or sub frequencies, will become muddy and detract from the overall<br />
 detail of the sound design.  The goal is to create individual sounds that do not<br />
 compete, but compliment. With this in mind, the sound designer must<br />
 appropriately focus on the frequencies that will best suit each sound effect.<br />
 This process essentially carves out any unnecessary sound space to allow<br />
 additional room for other sound effects to be heard. When volumes and<br />
 frequencies are selectively assigned, the sound effects will breathe and<br />
 compliment each other regardless of when they play.</p>
<p>C. PACING &#8211; BUILDING TOWARD CLIMACTIC MOMENTS</p>
<p>Now let&#8217;s examine the sound design from the &#8220;Big Picture&#8221; perspective.  Game<br />
 and level design documents will provide the structure of the game in terms of<br />
 moments of emphasis. Generally, these structures take the form of peaks and<br />
 valleys that convey changes in difficulty as the game progresses. Usually, the<br />
 peaks represent a boss fight, though not necessarily so. When examined as a<br />
 whole, the sound design should appropriately compliment these arching<br />
 structures, and allow, from a sound perspective, a sense of building toward<br />
 these peak moments. If the sound designer has examined the enemies and<br />
 situations thoroughly, the overall sound design will naturally fall into place,<br />
 appropriately following the peaks and valleys within the game. However, if for<br />
 example, minions sound as powerful as bosses, some adjustment will be<br />
 necessary to bring down the emphasis of these weaker and less difficult<br />
 enemies. By not doing so will result in sound design that does not match the<br />
 arching pattern of the game. To put it simply, there can be &#8220;too much of a<br />
 good thing&#8221;.  Let&#8217;s now look at the specific areas of game sound design.</p>
<p>D.  AMBIENCE &#8211; DEFINING ENVIROMENTS THROUGH SOUND</p>
<p>Initially, ambient sound should effectively portray the setting, location and time<br />
 frame of the game or its various levels. For instance, percussion and double<br />
 reed music, a multitude of bartering voices and distant clanking iron would<br />
 suggest a medieval marketplace. As the game progresses the role of the<br />
 ambient sound is to support the circumstances with which the player is<br />
 involved. Does the sound within the environment evoke danger or safety?<br />
 Activity or inactivity? Conversely, ambience can be used to deceive the player<br />
 through suggesting a false circumstance, such as creating a sense of calm<br />
 before an ambush. Under all these conditions, good ambient sound should<br />
 portray a living environment.</p>
<p>The psychological impact of ambient sounds can add much to the onscreen<br />
 imagery, though not physically present in the scenery. For instance a distant,<br />
 sustained cry of an infant suggests vulnerability or insecurity. A broken fence<br />
 rattling in the wind of an abandoned city, suggests to the player a previous<br />
 traumatic event. These are subtle examples used to arouse awareness in the<br />
 player. More obvious sounds should be used to cue the player of his direct<br />
 proximity to danger. Dark drones or muffled enemy vocalizations will prepare<br />
 the player for fierce combat ahead. Fear, anticipation and anxiety are easily<br />
 evoked by the careful placement of ambient sounds.</p>
<p>E.  IMPACTS AND DESTRUCTION &#8211; BREATHING DEATH INTO THE NON-LIVING</p>
<p>Early on, comic books depicted the sound of the action scenes through the use<br />
 of words that sonically mimicked the action. Over time, words like &#8220;thud&#8221; &#8220;pow&#8221;<br />
 and &#8220;zap&#8221; lost their effectiveness. Comic book writers had to jog their<br />
 imaginations to express sounds in more creative and exciting ways, such as<br />
 &#8220;Kathwaaap&#8217;, &#8220;fwuuuhmp&#8221; and so on. Similarly, the sound effects in early<br />
 games experienced a renaissance as memory increased and streaming<br />
 technology allowed for more and varied sounds to be launched under the<br />
 animations. However, no increase in playback performance will ensure the<br />
 effectiveness of the sound effects, if the sounds are not expressive.</p>
<p>From a sound perspective, impacts and destruction must primarily convey<br />
 suffering and submission. These terms apply naturally to the vocal efforts<br />
 triggered under an opponent or avatar under attack, but are more abstract<br />
 when applied to inanimate objects. Since the human voice is the most<br />
 expressive instrument in existence, applying human-like characteristics to the<br />
 &#8216;non-living&#8217;, will help give the sounds a more life-like and expressive quality.<br />
 Twisting, screeching metal, the deep thud and release of broken concrete and<br />
 wood that creaks, pops and splinters convey expressive responses to the<br />
 forces applied to them, in much the same way a grunt, moan and exhale<br />
 expresses human injury.</p>
<p>Additionally, impacts and destruction sounds should proportionately depict the<br />
 transference of energy between the weapon and the target.  A metallic ping<br />
 with a ricochet is an effective response to a bullet on metal, in which the<br />
 transfer of energy between a low-mass object at high speed can be observed.<br />
 A missile explosion, on the other hand, is more powerful and slower to<br />
 develop, therefore requiring an equally proportionate response. The sound of<br />
 larger impacts with destruction should develop through three basic phases:<br />
 Attack, Sustain and Release.</p>
<p>The Attack is the first and shortest event of the three. It is important to note<br />
 that the attack is not the sound of the weapon or projectile. In this case, a<br />
 missile, contains it&#8217;s own dry explosion sound that is launched under the<br />
 animation of the missile explosion. Therefore the attack will be the impact<br />
 sound based on the material composition of the target. Since the attack and<br />
 the dry explosion of the missile will happen simultaneously, the attack should<br />
 have a short period of &#8216;lead-in&#8217; or silence to allow the peak, or initial part of<br />
 the explosion of the missile to be heard uncompromised by the attack of the<br />
 material impact.</p>
<p>Next is the Sustain, which introduces the debris and material breakdown<br />
 created by the explosion. Over this phase, detail should be observed. The<br />
 sustain should sound less dense than the attack so that the specific details of<br />
 the destruction can adequately be heard.</p>
<p>The final phase is the Release, which is a response to the destruction that<br />
 should characterize a kind of &#8217;submission&#8217;. This phase of the destruction<br />
 should contain lighter falling debris based on the materials destroyed,<br />
 movement of dust and earth and perhaps steam.</p>
<p>When all three of these phases are exhibited, the destructions will sound more<br />
 expressive and compliment the weapons by adequately portraying their<br />
 explosive energy.</p>
<p>For &#8220;The Incredible Hulk &#8211; Ultimate Destruction&#8221; we maximized the detail and<br />
 movement of large, explosive forces by dynamically altering the stereo field<br />
 throughout the three phases of the destruction. The attack phase was almost<br />
 entirely monophonic, while a quickly widening stereo field was applied to the<br />
 sustain, finally resting on a wide and fixed stereo field for the release. The<br />
 result was destruction that moved rapidly over a wide area, thereby adequately<br />
 portraying the Hulk&#8217;s enormous power.</p>
<p>F.  WEAPONS &#8211; KNOW THYSELF, KNOW THY ENEMY!</p>
<p>It is a lesser-known fact that a gunshot at close range, sounds less threatening<br />
 than from 40 or even 80 yards away. Since most people have never fired a gun,<br />
 their expectations for the sound of gunshots as depicted by the entertainment<br />
 media are very high. Therefore, even in games based on historical simulation,<br />
 some amount of sonic sweetening will be necessary. In the case of a &#8220;period&#8221;<br />
 war game, multiple recordings of the specific weapon should be blended<br />
 together to create a satisfying gunshot. These might include mixing together<br />
 the various distances recorded for the gunshot, as well as the dry trigger and<br />
 shell discharge sounds for the specific firearm. Sounds created this way will be<br />
 sonically interesting while retaining the historical accuracy of the weapon.</p>
<p>For science-fiction or fantasy games, the imagination is the sound designer&#8217;s<br />
 only limitation. As mentioned previously, the design documents will shed light<br />
 on the abilities of the enemies and characters within the game. The weapons<br />
 detailed in this document should explain the amount of damage incurred by<br />
 each weapon. It is important that these sounds appropriately match the<br />
 damage potential, since the player will, to some extent, be judging the amount<br />
 of damage from each weapon by the sound it creates. For example, weapons<br />
 that contain a charge-up sound before firing, indicates to the player that a<br />
 great amount of force is forthcoming. Likewise a weapon that produces a large<br />
 discharge noise would produce the same result.</p>
<p>From a stylistic perspective, weapons are an extension of the personalities of<br />
 each character and should compliment the character&#8217;s physical attributes,<br />
 abilities and in some cases, their heritage or history. For instance, the sounds<br />
 of swords, knives and shuriken should be as stealthy as the master ninja who<br />
 wields them. The character of these sounds should compliment the physical<br />
 qualities exhibited by the ninja and reflect the mastery of the ninja tradition.<br />
 With this in mind you should expect the sounds to be light but fierce, focused<br />
 and evoke quickness of movement.</p>
<p>G. VEHICLES</p>
<p>Since vehicle sounds typically respond to controller movements, and not<br />
 animations, they can be difficult to perform in a plausible manner.  Developers<br />
 for racing games are likely to have robust code for manipulating vehicle<br />
 sounds. Since we are focusing on sound production, and not programming,<br />
 let&#8217;s examine the basic elements that make up vehicle sounds.</p>
<p>In most cases the sound designer will provide four separate engine sounds per<br />
 vehicle: an idle loop, acceleration, a steady thrust loop and a deceleration<br />
 (engine decompression or braking). The idle will simply indicate that the<br />
 vehicle is engaged. The acceleration and deceleration sounds should be<br />
 designed to seamlessly crossfade into, and out of the steady thrust loop via<br />
 programming. This formula is effective for simple vehicles with a low threshold<br />
 of speed in which the vehicle will quickly reach maximum velocity until the<br />
 button or trigger is released.</p>
<p>If the visual perspectives of the vehicle can be changed, so too should the<br />
 sounds that accompany the vehicle. This will ensure a greater sense of realism.<br />
 For instance, if inside and outside perspectives are available, subtle shifts in<br />
 the observed engine sounds should be present to support the change in<br />
 perspective. An inside perspective will result in a de-emphasis of the higher<br />
 frequencies that are present within the engine sounds, giving those sounds the<br />
 muffled quality one would expect when listening to the engine from inside.<br />
 One way to perform this, is for the sound designer to supply separate versions<br />
 of the engine sounds based on the perspective observed. If the sound designer<br />
 has access to recordings from the various perspectives, this will be easy to<br />
 supply.  However if these sound perspectives are not available, or if the vehicle<br />
 is fictitious, separate mixes that include changes in equalization should be<br />
 performed in order to support the visual perspectives.</p>
<p>For added realism, intermittent sounds can be supplied to add feedback based<br />
 on the driving conditions or the state of the vehicle while operating. For<br />
 instance, wheel-based vehicles will contain surface noises used to indicate the<br />
 terrain (tarmac, gravel etc.). Metallic rattling and scraping is used to indicate<br />
 the state of a vehicle that is damaged. The addition of these and other<br />
 intermittent sounds add a heightened sense of realism and immersion when<br />
 operating the vehicle.</p>
<p>H. MENUS &#8211; LESS IS MORE</p>
<p>As games have become more sophisticated, so too have the menus.  Player&#8217;s<br />
 can customize a variety of options as well as view or purchase an array of<br />
 unlock-able content. This, of course requires more navigation. In most cases,<br />
 sounds will accompany the navigation to provide greater sensory feedback. No<br />
 matter how enjoyable these sounds may be, their repetition will soon become<br />
 an annoyance. It is always safe to create short and subtle sonic events that are<br />
 felt rather than heard.</p>
<div style="float: right; padding: 0px; margin: 0px; border-width: 1px 1px 1px 1px; border-style: solid; border-color: white; background-color: white"></div>
<p>Steve Kutay is the co-founder of Radius360, an award-winning audio post<br />
 production company, specializing in sound for film and games, located in Los<br />
 Angeles, California. You may contact Steve at steve.kutay@radius360.com.</p>
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