KEYWORDS: Heavy, Atmosphere, Dissonant, Isolation
GOAL: Our objective was to focus more on atmosphere and a balance between feeling isolated yet not alone. It was of course, also important for the sounds to feel convincing and as if they were naturally occuring in the world.
SOUND DESIGN: The workflow consisted of a lot of field recording - particularly of item movements like doors, paintings, creaks, scratches and ambiences. This was combined with a lot of sound libraries and audio processing techniques.
Although it was possible for me to work from home, I wanted came in to school everyday, as face to face communication and feedback is always more ideal.
MUSIC: For composing the music elements, I relied on libraries and patches for instrumentation, and after deciding on a key, built up layers of pads, ambiences and music elements that could be used in a variety of situations throughout the game, along with some more specific music bits for special/planned events.