I think that would depend on the kind of game you're making, no?
I haven't yet had the privilege of participating in the sound design for a video game, but here's how I think you might be able to characterize some of my/other people's favourite games:
Call of Duty - Real, harsh, stark, controlled sharp, heavy, accurate, and sometimes dissonant.
Little Big World - Soft, round, bouncy, warm, harmonic, abstract, and consonant.
DeadSpace/BioShock - Deep, ominous, spacey, creepy, moody, dissonant but harmonic.
Uncharted 2 - Hollywood, clean, precisely shaped, smooth, easy on the ears.
8-Bit sidescroller - Clean, sharp, abstract, textured but rounded edges.
Fallout 3 and NV - Call of Duty + DeadSpace/BioShock.
But yeah, a lot of it will be determined by the look and playing style of the game. You'll also probably have to work from vague descriptions given by the game director like, "I don't know, can you maybe make it feel like we're underwater and on fire, but not? Know what I mean?"
Yes, mentioning existing works sharing characteritics with what you've got in mind is what I was missing.
– Teo Apr 30 '11 at 09:21