Thursday 19 November 2009

Resident Evil Sound Research



A horror game from back in the day! 'Resident Evil 3 Nemesis.' This game works off suspense, and a great example of this would be the doorways. The doorways play a role of adding anticipation to the game. They are short intervals which allow time for loading the upcoming levels.

As the character interacts with a door, it cuts to these scenes of a doorway opening. It takes you into a 'first person' view, like a simulator.

This is a small compilation i put together, showing the doorway intervals. Looking at how the different doors are expressed, concerning viewpoints, sounds, movements and timing.

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