Project 1&2 – Some thoughts
In film-making, add the high-quality daily sound effects at the sound post-production stage we refer to as Foley. Foley may be required in both projects this time.
The sound of Mario jumping in the 1985 release of Super Mario Bros and the footsteps sound of Bomberman moving in the 1983 release of Bomberman are very distinctive and interesting sounds.
Foley plays a part in all three aspects of sound design in-game sound: interactive, cinematics, and interactive cinematics…The tasks for Foley change depending on which of these three you are performing.
——Vanessa Theme Ament, 2014
After Foley entered the game industry, it also adjusted itself according to the needs of the industry, and finally became an indispensable part of the industry. One of the sound producers for Animal Crossing: City Folk, Totaka Kazumi, said in an interview that it was a joy just to walk in the game and that the sound of Koji-Koji would come out if you walked up a stone staircase, and the sound of Kasa-Kasa would come out if you walked in the grass. When I listen to the sound of my footsteps, the sound of the river flowing, the sound of the waterfall falling in the distance… I feel that I can do what I like in the space filled with these sounds. The Foley sound effectively transports the player into the environment, as all sounds are from normal daily life and there is a sense that moving around in the game world is the same as being in the real world.
Update 10.7: Foley is no longer needed for our game project, unless our game does an opening animation.
Update 12.5 – Bibliography – Vanessa Theme Ament. (2014). The Foley grail: The art of performing sound for film, games, and animation.