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Not limited to Silent Hill, I would say that the sound designing of video games is very peculiar. You must think about the interactivity and furthermore, you must bring about the best performance out of the hardware spec. limitation.

Designing sound when it is interactive, I would say this is most creative work that you cannot see in other fields. I consider that everything that has to do with sound such as "music", "sound effect", and "recitation" needs to be thought in the same level and be created. The sound of Silent Hill comes from this aspect.

Since I work on all the sounds in the game, including sound effects and the music, the work load is enormous. However, to keep the atmosphere of Silent Hill, this is the only way to do it. In fact, it helps me become more creative.

I suppose "industrial noise" would fall into this. To create this sound, there is no way of explaining of how to do this to someone else (laugh).

By the way, I pay special attention to harmony in the sound design of Silent Hill. It seems that there are lots of "video game music" or "sound effects" that explain pictures on screen, I avoid that. What I would love to express is the harmony of picture and sound, and its the results.

However, to do so, it can be done because we are committed to go in the same direction as the rest of the Silent Hill project staff.

The end result should be an enjoyable experience for all.

Akira Yamaoka

©1999 2003 Konami Digital Entertainment Co., Ltd.