Medieval Combat Sounds

Medieval Combat Sounds comes with 1.072 high-quality sound effects for Medieval Combat, RPG, Fantasy Games, etc

File List

AVAILABLE for $15 AT:

Cafofo proudly presents 1.072 high-quality sound effects for Medieval Combat, RPG, Fantasy Games, etc

Includes:
Weapons Hit and Damage, Weapons Draw, Stabs, Bow and Arrow, Wood and Metal Shields, Whooshes and Dashes, Magic Spells, Punches... and much more!

Bonus: Armored Footsteps and Fantasy Interface Sounds

Fantasy Interface Sounds

Fantasy Interface Sounds comes with 320 high-quality interface and menu sounds for realistic and casual Fantasy, RPG and Medieval games.

File List

AVAILABLE for $8 AT:

Cafofo proudly presents 320 high-quality interface and menu sounds for realistic and casual Fantasy, RPG and Medieval games.

Includes:
Simple and Complex Clicks, Coins and Purses, Bags, Crafting Wood and Stone, Dices, Cards, Potion and Alchemy, Blacksmith, Books and Paper and much more.

This is a very versatile package, useful for games with medieval or fantasy themes, card games, RPG's, strategy, and much more.

Magic Spells Sounds - Giveaway

 
 

Hey Devs,

We will be giving 1 voucher for our Magic Spells Sounds pack on Unity Asset Store.

Winners will be picked on September, 13. Good Luck!


You can find this pack on:

Unity Asset Store | Itch.io | Epic Marketplace

Medieval Combat Sounds - Giveaway

 
 

Hey Devs,

We will be giving 2 vouchers for our Medieval Combat Sounds pack on Unity Asset Store.

You can also find this pack on Itch.io and Epic Marketplace!

Winners will be picked on August 07. Good Luck!

Punch and FIghting Sounds Giveaway

unity large.png

Hey Devs,

We will be giving 2 voucheres for our “Punch and Fighting Sounds” pack on Unity Asset Store. Check the preview here.

 
 

You can also find this pack on:

Epic Marketplace | Itch.io | GameDev Market

Winners will be picked on February, 25. Good Luck!

Objective and Subjective Sound Design

EN:

Many game developers miss out on the opportunity to fully address sound effects in their projects, summarizing their application to "sonorize what is being seen."

Sound perception has different characteristics from imagery, being more subjective and penetrating more incisively into our subconscious. In an analogy, the image enters through the front door, being of more immediate absorption. Meanwhile, the audio sneaks into our minds through the window in the back, creating a universe open to interpretations in our heads.

Sounds can convey various emotions, intensifying certain aspects of a game that the image or gameplay did not get, giving another perspective to the player about what goes on in the context of the game.

As far as emotion is concerned, it is possible to think of the sound effects in two scopes: objective and subjective. The objective sound effect is to give the player certain information - the sound of a falling tree can be created from mixing and manipulating sounds of breaking branches, earth and rock debris, foliage and other sound sources with natural relation. In this way, the objective sound effect has the function of telling the player "Look, this is the sound of a falling tree".

The subjective sound proposes to adjectivate the tree and to transmit certain emotion to the player with this event. In the context of the game, this falling tree may represent, for example, a defeat for the player or a restart. If it carries negative meaning, it may be a good idea to mix manipulated sounds of threatening animals, a violent storm, screams or other sounds that lead to a bad experience.

Thus, the subjective sound effects carry an emotional meaning illustrated in the game and that had the intention of being transmitted to the player.

Using these and other assimilations, we seek to access a library of "mutual references" in the creator-player relationship, taking into account diverse factors such as cultural aspects, the displayed media, and the target audience.

It may seem uninteresting when such assimilations are so superficial that they become clichés, but even they serve to create an initial connection between the game and the player. In good dosage, clichés play a fundamental role as a sort of starting point for creating deeper relationships between both sides, making the whole experience more sensitive.

I would love to hear your opinion about this little though