Callum Collins

Atmospheric Sound Design in Games: Pacing, Engagement, and Environmental Storytelling

Master of Design Digital Design

How can atmospheric sound design be used throughout the game design process to influence gameplay pacing, to foster deeper player engagement with a narrative constructed using environmental  storytelling?

Journey to the Lighthouse is a game prototype that, along side the research thesis, seeks to demonstrate that game pacing is a key factor in determining player investment in high-agency narrative elements, such as environmental storytelling, and that pacing can be manipulated through both level design and atmospheric sound design. This research seeks to further game sound research by producing artefacts that will serve as case studies for other designers and researchers. These artefacts will take the form of game prototypes which will explore game sound design and discover what techniques and tools effectively realise the potential of sound as a narrative device and engage the player in the narrative of a game world. The making processes of this research will follow an iterative design methodology, using the methods of conceptualisation, prototyping and evaluation. The case studies Flower, Darkwood and Limbo will form the basis of ideation for the prototypes and serve as a reference during iteration and development. These case studies will be used to analyse how sound can be incorporated into a game design process, to further understand its connection to level design and pacing. Journey to the Lighthouse is the final prototype produced using this iterative design process.