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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.
Make a copy of the template Google Slides Presentation and save it locally.
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:
To have all the information you need, discuss the following with the creative team:
Example (combat game): Emotion = Intensity → Extremes = Brutal ↔ Playful.
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.
Once you have already validated sound in your game, screen record a +-3 minute clip of gameplay.
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