Fantasy Interface Sounds - Giveaway

 
 

Hey Devs,

We will be giving 2 voucheres for our Fantasy Interface Sounds pack on Unity Asset Store.

You can also find this pack on Itch.io!

Winners will be picked on April, 12. Good Luck!

Fantasy Interface Sounds Released!

 
 

Get it now on Unity Asset Store and Itch.Io

Cafofo's Fantasy Interface sounds comes with 320 high-quality interface and menu sounds for realistic and casual Fantasy, RPG and Medieval games.

→ Check the file list

Includes: 
Simple and Complex Clicks, Coins and Purses, Bags, Crafting Wood and Stone, Dices, Cards, Potion and Alchemy, Blacksmith, Books and Paper and much more

This is a very versatile package, useful for games with medieval or fantasy themes, card games, RPG's, strategy, and much more. 

Explosions, Impacts and Guns Sounds - Giveaway

explosion unity large.png

Hey Devs,

We will be giving 2 voucheres for our “Explosions, Impacts and Guns Sounds” pack on Unity Asset Store. Check the preview here.

 
 

You can also find this pack on:

Epic Marketplace | Itch.io | GameDev Market

Winners will be picked on February, 25. Good Luck!

Punch and FIghting Sounds Giveaway

unity large.png

Hey Devs,

We will be giving 2 voucheres for our “Punch and Fighting Sounds” pack on Unity Asset Store. Check the preview here.

 
 

You can also find this pack on:

Epic Marketplace | Itch.io | GameDev Market

Winners will be picked on February, 25. Good Luck!

Objective and Subjective Sound Design

EN:

Many game developers miss out on the opportunity to fully address sound effects in their projects, summarizing their application to "sonorize what is being seen."

Sound perception has different characteristics from imagery, being more subjective and penetrating more incisively into our subconscious. In an analogy, the image enters through the front door, being of more immediate absorption. Meanwhile, the audio sneaks into our minds through the window in the back, creating a universe open to interpretations in our heads.

Sounds can convey various emotions, intensifying certain aspects of a game that the image or gameplay did not get, giving another perspective to the player about what goes on in the context of the game.

As far as emotion is concerned, it is possible to think of the sound effects in two scopes: objective and subjective. The objective sound effect is to give the player certain information - the sound of a falling tree can be created from mixing and manipulating sounds of breaking branches, earth and rock debris, foliage and other sound sources with natural relation. In this way, the objective sound effect has the function of telling the player "Look, this is the sound of a falling tree".

The subjective sound proposes to adjectivate the tree and to transmit certain emotion to the player with this event. In the context of the game, this falling tree may represent, for example, a defeat for the player or a restart. If it carries negative meaning, it may be a good idea to mix manipulated sounds of threatening animals, a violent storm, screams or other sounds that lead to a bad experience.

Thus, the subjective sound effects carry an emotional meaning illustrated in the game and that had the intention of being transmitted to the player.

Using these and other assimilations, we seek to access a library of "mutual references" in the creator-player relationship, taking into account diverse factors such as cultural aspects, the displayed media, and the target audience.

It may seem uninteresting when such assimilations are so superficial that they become clichés, but even they serve to create an initial connection between the game and the player. In good dosage, clichés play a fundamental role as a sort of starting point for creating deeper relationships between both sides, making the whole experience more sensitive.

I would love to hear your opinion about this little though