
By Winifred Phillips | Contact | Follow
Welcome back to our five-part discussion of some of the best techniques that video game composers can use to enhance tension and promote suspenseful gameplay. These articles are based on the presentation I gave at this year’s Game Developers Conference in San Francisco, entitled Homefront to God of War: Using Music to Build Suspense. If you haven’t read our previous discussion of Ominous Ambiences in part one of this series, please go check that article out.
Are you back? Good! Let’s continue!
We’ve already talked about how to create an edgy, ominous atmosphere. By carefully nurturing the player’s suspense and anxiety, we can prime the player with an assortment of quietly unnerving sounds, until the player is perfectly ready for…
The Jarring Jolt technique
This is the second technique we’ll be discussing in our five-part article series on the role of music in building suspense. Like the Ominous Ambience (which we discussed in part one), the Jarring Jolt also owes a debt to the expert work of sound designers. In fact, the Ominous Ambience and the Jarring Jolt are fairly interdependent. One doesn’t work that well without the other.
“If everything suddenly gets quiet and the music drops out that is not necessarily scary. It can often pull the audience out. It is more effective to have eerie drones, creepy winds, and rumbles come and go. The notion is counterintuitive, but it is necessary to let the audience know that a jump scare is about to happen.”
The Jump Scare
The jarring jolt is at its very best when it’s preceded by an ominous atmosphere, because players navigate such an environment with a feeling of persistent uncertainty, knowing that nothing is reliable, and nowhere is safe. When players are on edge to that degree, a jarring jolt can get their hearts racing.
There are many ways in which a video game composer can create a jarring jolt, but two of the most common methods come directly from the world of sound design. They’re heavily used in movie trailers, because they are an awesome way to get an audience’s attention. Their technical names are:
Bumpers and Whooshes.
So let’s start with definitions.
The Bumper
The Whoosh
A cymbal roll is the most musically traditional example of a whoosh, but there are tons of sound effects-inspired whooshes that can be used musically. They’re great for adding suspense and drama to a musical transition.
Bumpers, whooshes, and ambience
Finally, let’s check out an example that uses all three techniques together. Here’s an in-game combat track I composed for Assassin’s Creed Liberation that’s built entirely around ambiences, bumpers and whooshes:
Conclusion
So now we’ve looked at the Jarring Jolt – the second technique for imbuing a game with tension and suspense. This concludes part two of this five part series based on my GDC 2017 talk, “Homefront to God of War: Using Music to Build Suspense.” Part three will include a discussion of the Creepy Cluster technique, including strategies for video game music composers to best employ disconcerting intervals in order to build tension and suspense. Along the way, we’ll examine music excerpts from two of my projects – the Dragon Front VR game from High Voltage Software, and the SimAnimals game from the blockbuster Sims franchise. In the meantime, please feel free to share your thoughts in the comments section below!
