Details

About

Artistic Direction

Language

EN

Credits

Karlo
Sound Brief

Introduction

Sound is difficult to describe. It is complex, subjective, and ambiguous, which makes defining a clear audio direction for a game challenging.

This tool condenses that direction into a concise document to align the audio team and creative leadership around a shared vision.

Disclaimer:

This tool is meant to support the process, not replace it. It is by no means a one-size-fits-all solution, and there will inevitably be edge cases and nuances that require individual consideration.

That said, it provides a strong starting point to better understand, articulate, and communicate the intended audio direction.

Manual Installation

Make a copy of the template Google Slides Presentation and save it locally.

GDrive link: https://docs.google.com/presentation/d/1rk4L9wXP5xqi8xcrO1zD_-nHamF1Jgd2/edit?usp=sharing&ouid=110143341930510924597&rtpof=true&sd=true

How To Use

Step 1 - The Headline

Within the very first discussions of the audio of your game, write down one sentence that captures the intended sound direction.

Remember to think about key points such as:

  • Main Gameplay Aspect
  • Emotion(s) to Convey
  • Lore
  • Setting

Step 2: Reference Mapping 

To have all the information you need, discuss the following with the creative team:

  • The main emotion that the sound should convey
  • Their game references
  1. Take the main emotion that your sound conveys. Then define its two extremes.

Example (combat game): Emotion = Intensity → Extremes = Brutal ↔ Playful.

  1. Imaginary ↔ Real refers to the sound design style. These are universal.
  • Real: Grounded, believable, realistic.
  • Imaginary: Stylized, abstract, exaggerated, cartoony, or arcade-like.
  1. Place the reference games on the graph based on their overall sound design. It does not need to be exact. The goal is to show general positioning.
  1. Then place your game on the same graph to show where it fits.

Step 3: Sound Details 

Break down the sound design into categories such as UI, combat, ambience, and so on.

For each category, write a few key instructions for designing the sounds.

Include embedded “DO” audio examples to show what you mean.

Also, add “DON’T” examples. These show sounds that meet the criteria of the text, but clearly show how the sound should not feel.

Step 4: The Vertical Slide Video 

Once you have already validated sound in your game, screen record a +-3 minute clip of gameplay. 

Check the Video