I probably should have added this way back in January, but I’m now back at Team Junkfish as Audio Lead for our upcoming project Monstrum 2. Have a cheeky teaser here:
With the game having been announced and a fair while away I’m hoping to cover a few of the ideas and systems for the audio in the game, so keep an eye out! I’ve also found some of the older blogs I wrote for the first game that I’m planning to tidy up and share too, for no other reason that to give a comparison between the two.
Originally posted on the Team Junkfish blog.
This audio blog returns to the Story in Games/world building series that I was writing regarding game audio. Last time I looked at the IEZA Framework and broke down Animal Crossing: New Leaf’s sound design using it. As with the first blog on music in games, this time I’m going to break down some of Monstrum into the four components, what the sounds are for, why are they used and how do they make the world that the player is in feel more believable.
Continue reading “Story in Games Pt. 2.5: A Sonic Shipyard”
Originally posted on the Team Junkfish blog. So much for keeping this up to date. Hopefully will have more to talk about soon though.
In this blog I’m going to talk about some music in Monstrum again, this time: the Hunter. As with the Brute’s themes there is a fair amount of sound design stuff going on as opposed to traditional instrumentation, so I’ll go over that as well as the general ideas that I was aiming for. Here’s the Hunter’s Chase Theme:
Continue reading “Monstrum – The Hunter’s Soundtrack”