search.noResults

search.searching

dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
It depends. I work in parallel. Sometimes it’s just easier to start with some sounds that you know will work. Other times you feel that without a strong piece of music you can’t truly get a feel of the game. From title to title it is different as we create games from classic slots with three lemons, to fully immersive experiences with a lot of animation and mood that crosses over the screen.


What for you are the most important elements in creating an appealing game soundscape?


I think it’s best when you don’t notice the sounds or the music until late in the game. Tat’s a good sign the sound and the gameplay has managed to keep the player engaged. It’s very important to me.


How many sound design iterations do you have to go through before reaching the final concept?


You can get lucky at times and finish it in one day, or there are other times where a game will haunt you for weeks without managing to put everything together in a perfect fit. It really varies from game to game.


How do you target specific demographics through sound?


Te demographics are targeted by the game idea first. We have talks between producers,


graphics and sound and we review what the users like in each market – but we like taking risks and bringing new experiences to players. Tis sometimes means mixing the types one demographic likes with other preferences. Tere is no rigid formula for us.


Is there an iSoftBet house style? How would you describe the sound design signature of iSoftBet?


We create so many types of games it’s hard to say we have a style. We’re more faithful to whatever works for the game rather than to a style.


Do you take a wholly different approach to creating sound for Egyptian King, for example, as opposed to a game such as Wild Ape?


Absolutely. In the example given, both games are quite cinematic. Aside from the game themes, the game’s pace, features and volatility must all be supported with sound and music. Every game is different, so every game requires a unique approach.


How does the sound design process change when producing a branded game such as Paranormal Activity, as opposed to a game created in-house?


Any branded game comes with an easy part and a difficult one. For once, you already know


the mood you want to get. On the other side, getting that mood right and working with the brand managers to have the game approved is a serious process.


How do you stop repetitive sounds becoming irritating to the player?


I doubt the repeating sound of counting coins during a big win will ever irritate a player!


Are there winning and losing sounds?


I guess there are, but they are different for each player. We try to stay away from negative moods – both sound and art, and we don’t create environments for negative experiences.


In your opinion, how important is sound to the success of a game?


In a cinema experience, you can watch a movie without sound and might understand what is happening, but with the sound added you are transported inside the movie. Within a gaming environment sound is that extra link that binds a gameplay mechanic with a core sensation.


I’m glad that users prefer to play our games with the sound turned on. Ultimately, sound is one important aspect of a much bigger design process, but if all aspects of the game design team are working well, we can create amazing things.


NEWSWIRE / INTERACTIVE / MARKET DATA P139


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72  |  Page 73  |  Page 74  |  Page 75  |  Page 76  |  Page 77  |  Page 78  |  Page 79  |  Page 80  |  Page 81  |  Page 82  |  Page 83  |  Page 84  |  Page 85  |  Page 86  |  Page 87  |  Page 88  |  Page 89  |  Page 90  |  Page 91  |  Page 92  |  Page 93  |  Page 94  |  Page 95  |  Page 96  |  Page 97  |  Page 98  |  Page 99  |  Page 100  |  Page 101  |  Page 102  |  Page 103  |  Page 104  |  Page 105  |  Page 106  |  Page 107  |  Page 108  |  Page 109  |  Page 110  |  Page 111  |  Page 112  |  Page 113  |  Page 114  |  Page 115  |  Page 116  |  Page 117  |  Page 118  |  Page 119  |  Page 120  |  Page 121  |  Page 122  |  Page 123  |  Page 124  |  Page 125  |  Page 126  |  Page 127  |  Page 128  |  Page 129  |  Page 130  |  Page 131  |  Page 132  |  Page 133  |  Page 134  |  Page 135  |  Page 136  |  Page 137  |  Page 138  |  Page 139  |  Page 140  |  Page 141  |  Page 142  |  Page 143  |  Page 144  |  Page 145  |  Page 146  |  Page 147  |  Page 148  |  Page 149  |  Page 150  |  Page 151  |  Page 152  |  Page 153  |  Page 154  |  Page 155  |  Page 156  |  Page 157  |  Page 158  |  Page 159  |  Page 160  |  Page 161  |  Page 162  |  Page 163  |  Page 164  |  Page 165  |  Page 166  |  Page 167  |  Page 168  |  Page 169  |  Page 170