Hyppää sisältöön
    • Suomeksi
    • På svenska
    • In English
  • Suomi
  • Svenska
  • English
  • Kirjaudu
Hakuohjeet
JavaScript is disabled for your browser. Some features of this site may not work without it.
Näytä viite 
  •   Ammattikorkeakoulut
  • Jyväskylän ammattikorkeakoulu
  • Opinnäytetyöt (Avoin kokoelma)
  • Näytä viite
  •   Ammattikorkeakoulut
  • Jyväskylän ammattikorkeakoulu
  • Opinnäytetyöt (Avoin kokoelma)
  • Näytä viite

Foley sounds in indie games: Developing an Analyzing Tool to Identify Foley Requirements in Game Sound Design

Vanhainen, Aapo (2025)

 
Avaa tiedosto
Vanhainen_Aapo.pdf (1.531Mt)
Lataukset: 


Vanhainen, Aapo
2025
Näytä kaikki kuvailutiedot
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025121938631
Tiivistelmä
Foley sounds have long been established in radio and films, where it eventually evolved into the videogame
audio production. Practical guidelines and guidance for Foley sound production requirements in indie game
studio settings remain fragmented, consisting mostly of interviews and blogs.
To identify the Foley sound production requirements for indie game studio, an analyzing tool was developed to assess whether bespoke Foley sounds was feasible for a given game project or whether sound libraries and asset banks should be prioritized. The research for the development of the analyzing tool included theoretical background from Foley sound production in academic papers, as well as three indie case
studies (Unpacking, Untitled Goose Game and Exsanguination). Findings from case studies focused on various levels of Foley production planning, recording conditions, tooling and production constraints. Additionally, the theoretical background represented Foley as any recorded audio, created by interacting with
props, for the purpose of the proposed media content.
The analyzing tool consisted of ten categories and point-based threshold system, giving four different recommendations: No Foley, Minimal Foley, Partial Foley or Full Foley. The results of analyzing tool implementation on the case studies reflected the findings, in midst of the fact that Foley production was best treated
as scoped production choice rather than all-or-nothing approach. Ultimately, the feasibility depended
mostly on the game design, available skills, recording conditions and schedule.
Kokoelmat
  • Opinnäytetyöt (Avoin kokoelma)

Samankaltainen aineisto

Näytetään aineisto, joilla on samankaltaisia nimekkeitä, tekijöitä tai asiasanoja.

  • Game Development in Unity : Game Production, Game Mechanics and the Effects of Gaming 

    Dansie, Jason (Metropolia Ammattikorkeakoulu, 2013)
    The goal of this thesis is to examine how video games are designed and to see how differ-ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative ...
  • Location-based mobile games : creating a location-based game with the Unity game engine 

    Korhola, Samuli (2020)
    The subject of this thesis is location-based mobile games. Location-based mobile games are a way for mobile games to combine reality with virtual worlds and thus re-define the gaming experience. This thesis presents ...
  • ”WE WANT A 3D GAME” : Customer expectations for the games company when buying a serious game 

    Sorppanen, Mikko (Oulun seudun ammattikorkeakoulu, 2012)
    All digital games are not used for entertainment. Some of them can also be used for non-entertainment purposes and these games are called serious games. This thesis is carried out in co-operation with one Finnish games ...
Ammattikorkeakoulujen opinnäytetyöt ja julkaisut
Yhteydenotto | Tietoa käyttöoikeuksista | Tietosuojailmoitus | Saavutettavuusseloste
 

Selaa kokoelmaa

NimekkeetTekijätJulkaisuajatKoulutusalatAsiasanatUusimmatKokoelmat

Henkilökunnalle

Ammattikorkeakoulujen opinnäytetyöt ja julkaisut
Yhteydenotto | Tietoa käyttöoikeuksista | Tietosuojailmoitus | Saavutettavuusseloste