Game Sound Analysis Worksheet⌗
Basic Info⌗
- Game title:
- Level/scene and timestamp:
- Team members:
- Date:
Layer Inventory⌗
Check all that apply and list examples.
- Ambience:
- Foley/World SFX:
- UI/UX sounds:
- Dialogue/VO:
- Music (underscore/stingers):
Diegetic Matrix⌗
- Diegetic examples (heard by characters):
- Non-diegetic examples (only for players):
- Mixed/ambiguous cases (e.g., radio score that bleeds into score):
Interactivity vs Adaptivity⌗
- Interactive triggers you observed (input-driven):
- Adaptive changes you observed (state/parameter-driven):
- Mappings from gameplay to audio (RTPCs/parameters):
Spatial and Mix Notes⌗
- 2D vs 3D placement:
- Occlusion/obstruction behavior:
- Reverb/environmental cues:
- Ducking/sidechain moments:
Accessibility and UX⌗
- Subtitles/captions quality:
- Iconic vs abstract UI sounds:
- Loudness comfort and dynamic range options:
- Alternatives for players with hearing loss (visual/tactile cues):
Technical Guesses⌗
- Likely file formats/bitrates used:
- Looping approach (seamless-loop markers/crossfades):
- Middleware features used (snapshots, states, switches, blend containers):
Takeaways⌗
- What works particularly well and why:
- What you would redesign and how:
- Two ideas you will try in your next project: