Creating functional sounds for mobile apps and games
Karen Sawrey
- Hall:
- Sound/VR Track
What the talk is about
Karen Sawrey explores how sound works through the brain and how to use that in mobile apps and games. Her main point is that listeners fill in sound themselves, so sometimes fewer samples are enough and perception can be tricked, for example with auditory illusions or synesthesia. She cites research: games played without sound lead to worse results, a full soundtrack raises the high score by about 10%, and good audio lifts a game's rating but cannot save weak visuals. She also covers tactile responses to sound, including ASMR. In the Q&A she shares experience with sound for dome projections and VR, advising caution with panning to avoid motion sickness, and describes how different studios organize audio work. Useful for sound designers and developers who want to treat game audio more holistically.