Technically Clean
For this game, we took inspiration from Overcooked (2016), with its hectic gameplay, similar art style, and setting.
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However, unlike Overcooked this game is single-player and can use sound better for immersion and cues.
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Gameplay Sound
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The sounds are a mix of foley cleaning sounds and sampled arcadey sounds for scoring and rewards.
Some things are voice-acted.
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Cutscene sound
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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.
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Sound design Process
Foley Sounds
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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.
Sampled sound
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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
The GodStinger in Ableton
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Fmod
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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.
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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.
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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.