Sunday, April 8, 2007

sound is everything.

think of the last time you felt a shiver down your spine. why did you feel that? what did it make you feel? was it the sickening crunch of a car accident? was it the sound of a kitchen in full flow? the popping of flashbulbs? the reverberation as your feet clicked the marble floors of an empty church? someone breathing in your ear?

now imagine your favourite movie scenes without sound.
ok. i think you get where i'm headed.

any time something moves, it should make a sound. the rushing of air around an object as it pushes through the molecules will give it weight. the little peeping of an interactive element as you roll over it will tell you that it's clickable. there are a million ways to introduce sound into our work on a conceptual level, as well as the executional.

sound doesn't have to be expensive - we have great foley libraries that are pre-licensed. but most of the time, you get what you pay for. if you're commissioning music, licensing existing songs, designing foley effects or environmental sound, those things aren't easy, and they're not cheap, they're not something that can be rushed. so let's start factoring them in ahead of time.