Finished my play through of Dredge and even though I got the worse version of the bad ending, I still had a really good time with it.
05.08.2025 12:07 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0@georgepack.bsky.social
Sound Designer | IG50 Winner 2024 | Supporter of the biggest club on the South Coast | @lunabootstudios.bsky.social
Finished my play through of Dredge and even though I got the worse version of the bad ending, I still had a really good time with it.
05.08.2025 12:07 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0"keep an ear out" hell yeah that's exactly what I'm gonna do, I love doing that in fact
29.07.2025 11:02 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 1TL:DR Dredge has a really engaging, well thought out approach to audio and I'll probably be doing more train of thought posts about it as I play through.
28.07.2025 14:06 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 1I love games that create a-rhythmic soundscapes which forces the player to actively listen. It's such a clever use of audio, especially in horror games, that doesn't rely on asset creation or even innovative implementation to build tension and keep the player engaged.
28.07.2025 14:06 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Compare that to this night-time clip. The player's reduced vision is taken advantage of by including sounds which are not clearly define as either diegetic or non-diegetic. As the player's mental state deteriorates, these "trans-diegetic" sounds increase in frequency, creating a sense of panic.
28.07.2025 14:06 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Here is some daytime gameplay. It's only a short clip unfortunately but everything is calm and serene. There's some melancholic, eerie music playing and some sparse wildlife. The player's vision is complete unimpeded, as its a clear and sunny day.
28.07.2025 14:06 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Finally got round to playing Dredge and after only a couple of hours of gameplay, I'm really loving the creative choices made with the audio for this game, in particular the contrast between day and night ambiences.
28.07.2025 14:06 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0The audio direction in this game is amazing but in particular I love the reserved use of music to emphasise certain emotions. Obviously I'm biased as a sound designer but the diegetic soundscape being given room to breathe elevated the experience of the game massively for me.
25.07.2025 13:44 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Finished my playthrough of Jusant yesterday and this post will have some minor spoilers.
I loved the creative choice for the beginning of the credits to be accompanied only by rainfall. It felt so calm and tranquil, like finally being able to rest after the journey taken throughout the game.
The mix is also used to sell the space - the footsteps and foley are so much quieter in this area because the wind is masking them. However, the wind isn't actually "louder" in real terms because that would get fatiguing, so the other elements are pulled back to imply the loud wind.
18.07.2025 10:54 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Been playing a little more Jusant and recorded some examples of the dynamic reverb in action. So simple but so effective in selling the space
18.07.2025 10:50 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0...which will only begin to decrease when things like financial barriers to entry are lifted, and opportunities are made equally available to everyone.
Thank you for reading my off-the-cuff rambling :)
...put together, including my time at University.
I'm lucky to have never felt genuinely discriminated against because of my class - any comments made have been lighthearted banter. But, it still highlights a clear divide between class backgrounds in the games industry...
youtu.be/QwP__XXyh0I?...
Very interesting read, particularly the part about working class people currently in games feeling "othered". As someone who is working class, I can definitely relate to that feeling. I've had more comments on my accent from games industry folk than other people...
www.bbc.com/news/article...
...and also sells the scale of the environments you find yourself in throughout the game. While playing I felt very insignificant and small and I think if the overall soundscape was teeming with wildlife and background music, a lot of that feeling would be reduced.
14.07.2025 10:56 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I also love the creative decision to use reserve music for "moments" in Jusant, rather than having something playing at all times. For me it creates both a feeling of isolation, but also of peacefulness and calmness. The sparse approach to ambience reinforces that...
www.youtube.com/watch?v=Bmw_...
I finally played Jusant for the first time yesterday and fell in love with the use of dynamically adjusted reverb. I'd guess that more games than not have similar functionality, but Jusant's simplicity really allowed it to shine through.
youtu.be/G5-vQeUcy0c?...
Okay I'm not exactly reviving the list because its been weeks, but I found this very interesting video on where the Lego Star Wars characters got their death sounds: www.youtube.com/watch?v=f839...
I honestly thought it was just the devs going "uh" into a mic up until now
Been cooking up something with the team at @lunabootstudios.bsky.social for a few months now and we're showcasing it at GaMaYo 24!
29.04.2025 15:59 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0Entry #105: The Falcon from #Halo:Reach. As I learned more about mixing in games, I gained an appreciation of noisy vehicles and how effortlessly good design sits in a mix without feeling filtered or weak.The Falcon's chopper-inspired design is such a great example of that.
youtu.be/-YYac6TD15g?...
Entry #104: Doors from #Halo3. I was looking to put together an audio mood board of sci-fi doors for a project and remembered Halo 3 having some instantly recognisable and varied door opening sounds.
youtu.be/c3FehZJXYfo?...
Entry #103: #KnockoutCity. Loved this game when it first came out, and I was sad to see it close down. The game had such a strong audio direction but something which feels often overlooked is how well balanced the mix is. Everything you need to hear is so clearly audible.
youtu.be/qjG_WqGoaDY?...
Entry #102: Ambience in #RedDeadRedemption2. So much detail goes into creating an immersive soundscape that I think is super easy to miss while playing. It's so nice sometimes to just turn off the music and listen to the ambience - it makes such a difference to immersion.
youtu.be/FVX_mUrTsR0?...
Entry #101: Tape Loops from Tomorrow Never Knows by #TheBeatles. I've found a video and time stamped the exact texture I'm talking about. No idea what they started with or what they did to get there, but the final sound is so interesting and unique.
youtu.be/gyNF9WVb1gM?...
Obviously this was a very shit April fools entry. I had to record the clip to avoid YouTube's preview spoiling it, but now we're post-1st of April here is the original in all its glory: youtu.be/4EGbw-89U-o?...
02.04.2025 09:58 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Entry #100: Obi-Wan's leitmotif from #StarWarsRevengeOfTheSith. This one exists in a real grey area - is it music or sound? Either way, it subtly communicates so much of Obi-Wan's state of mind at the climax of RotS using just its timbre and sets the scene for the upcoming lightsaber duel perfectly.
01.04.2025 12:19 โ ๐ 2 ๐ 0 ๐ฌ 2 ๐ 0Entry #99: Planes from #Battlefield1. My personal favourite vehicle from my personal favourite Battlefield game. I love the roar of the engines, designed expertly to sit far back enough for other sounds to come through, whilst being a constant threat to infantry.
www.youtube.com/watch?v=jqVU...
Entry #98: Ghast Vocalisations from #Minecraft (forgot to do yesterday so it's a double bill). It's a subversive choice to have these mobs produce a dissonant or uncanny but not inherently threatening sound which I really love.
www.youtube.com/watch?v=5dEm...
Entry #97: XP from #Minecraft. It feels very common that XP sounds are musical or tonal in nature, and although Minecraft's sound effect does fit that stereotype, it's done in such a tasteful way that it stands out and feels very nostalgic.
www.youtube.com/watch?v=Ehj0...