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Key terms - ISIW1

Diegetic sound is any sound that belongs in the scene things such as dialog, or appliance and background sounds are diegetic as it is happening in the character's world. does not have to be in the specific shot to be diegetic. Diegetic sounds are used in the games animation and VFX industry to add realism and atmosphere to scenes."Better Call Saul" where directors uses dialog to convey the relationship between Jimmy and his brother Chuck

Non-diegetic sounds are any sounds that do not belong in the scene. This means the characters cannot hear them, but the audience can. A good example of non-diegetic sounds is narration, soundtrack, a theme song, or any sound effects not native to the film. Non-diegetic sounds like theme songs give an audience nostalgia and non-diegetic sounds like narration or sound effects can give the audience understanding of the story line or let them in on something the character has not found out yet. One example of this would be the narrator in "SpongeBob SquarePants".

Soundtracks are used in the games animation and VFX industries to give viewers memorability and nostalgia for what they are about to see or play. Soundtracks are vital to build the games/animation/VFX films brand giving it immediate recognisability from an audience. Soundtracks are useful in the game's animation and VFX to give a positive first impression and reinforce positive attitudes for the brand. One example of this would be the theme song for "The Sopranos" which ran for 8 years with the same theme song.

Ambience consists of sounds from a specific place. Ambience is the background noises such as rain, footsteps, machinery. Ambience is vital in games, animations, and VFX to add realism and an overall atmosphere. For example. The background noise from an industrial power plant in one shot could convey monochrome emotions on the audience and in a different shot the noises of trees in the wind could change the atmosphere to be more calming. One example of this would be in the film "Frankenweenie" which utilises diegetic sound to change the emotions of the scenes

A Dialog is a conversation between two or more people. Dialogs in the game's animation and VFX industries are used to give the character a personality and advance the plot. Dialogs are important in the games, animation, and VFX industries to show the characters relationships with each other and can be used for comedic effect.

A Foley artist is someone who recreates sounds for games animations and VFX. They do this with several props to recreate sounds. Some of the props are often unexpected such as food items and brushes. Some examples of Foley can be footsteps, running water, injuries, destruction. Foley sound effects in the games, animation, and VFX are often pushed and elevated to add the dramatic effect of the scene. An example of this would be in the film E.T where the sounds that E.T. makes moving where made from crunching popcorn and jelly.

Case Studys-ISIW3

Case studies

For my case studies I have chosen to focus on the animated children's tv series SpongeBob SquarePants by Stephen Hillenburg and the Tim Burton stop motion animation film Frankenweenie

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