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Sound Design

From silly and gross voice acting to foley and a few instruments!

Technically Clean

Foley cleaning sounds, gradual music

No More Monkey Business

Monkey voice acting, destruction sfx

Zombie Dungeon

Zombie screams, guiding cues

Find The Treasure

Sea Monsters, dynamic submarine engine

TC

Technically Clean

For this game, we took inspiration from Overcooked (2016), with its hectic gameplay, similar art style, and setting.

However, unlike Overcooked this game is single-player and can use sound better for immersion and cues.

Gameplay Sound

The sounds are a mix of foley cleaning sounds and sampled arcadey sounds for scoring and rewards.

Some things are voice-acted.

Cutscene sound

The cutscene is made from a mix of my voice acting, recordings, and sampled background noise.

For the cutscene, I worked closely with the artist to make sure we had the same feel.

Sound design Process

Foley Sounds

For the foley sounds I focus a lot on the recording part, they usually only require some EQ, cutting, and sometimes layering with each other or other samples.

Toilet
00:00 / 00:04
Sink
00:00 / 00:02
WashingMachine
00:00 / 00:01
MakeBedLoop
00:00 / 00:06
SinkWashLoop
00:00 / 00:06
WashingMachineLoop
00:00 / 00:10

Sampled sound

For the GodStinger, that the player gets upon reaching the highest score in the game, I used a combination of Ableton choir instruments and a sampled bell recording

GodStinger
00:00 / 00:09

The GodStinger in Ableton

Fmod

With FMOD parameters, I connected the music to the in-game timer. The piece introduces more instruments as time progresses and becomes fast towards the end.

MusicStart
00:00 / 00:08
MusicOverTime
00:00 / 00:21
MusicFast
00:00 / 00:12

Challenges & Take-aways

The sound for this game focused on feedback, inducing stress and making the narrative and style come to life.

 

Being both the sound designer and the product owner, I made sure the game had sound & music as part of the planning from the start, in hindsight this was very valuable and I took it to heart for future projects.

It was challenging to balance the sounds to not overwhelm or drown out each other due to the game's hectic pace. The fact that we could test a lot in the beta stage Was very important for me to catch and adjust the sounds that suffered accordingly.

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