Star Wars Battlefront and the art of retro sound design

Star_Wars_Battlefront_and_the_art_of_retro_sound_design___The_Verge

Interesting article on the sound design of the Star Wars movies and the recent Star Wars Battlefront game. Did you know, for example that:

The screech of the original TIE Fighter, for example, was the sound of an elephant, slowed down, and mixed with the sound of car rolling on wet pavement as recorded through a long tube.

There’s a scream that is featured in all the Star Wars films (so far as I know) and crops up as a bit of an in-joke in movies and cartoons everywhere. It’s called the Wilhelm Scream and there’s a compilation here.

Yes – it even shows up in Battlefront…

What the Rugby World Cup can teach game designers

By adding friction to an otherwise limitless activity, you get a game – and with hugball, each different friction added over the years created a different sport. You can’t use your hands: football. You have to stop play between each tackle: American football. You can only pass the ball backwards, but you can kick forwards: rugby. In football, not being able to touch the ball with your hands opens the game up and spreads the players around the field, creating a fluid and constantly shifting playing area that resists rigid strategy and defies statistical models. In American football, the friction leads to a rather stilted game where tactics have to be carefully pre-planned. Rugby, though, is one of the most fascinating sports from a game design standpoint. The core friction of being forced to pass backwards when you need to go forwards creates a fundamental tension that is released when someone makes a great run, a strong hit – or a perfectly weighted kick forward resulting in a moment of chaos followed by relief or jubilation.

Read the full story here