Gameplay SFX Experience Walkthrough
Dive into this game walkthrough without music or dialogue, just the sound effects. Enjoy the audio with just the sound effects of the ambients, characters, devices, weapons, machines, etc. The sound design work can be easily appreciated throughout the game’s character journey. Plus you can go to any point in the game by simply clicking on the video timeline and hear what it sounds like!
Project Phases
1 – RESEARCH
First I read all documentation about the game, not just the lore, definitions but also all assets list, game level documentation, art documentation… play the game in development, whatever there was, and of course I checked the code, at least at a structural level. All I just needed to dive deep into the project.
2 – EVALUATION
Then, a talk was in order to fill knowledge gaps, and also expand it, and most important, be aware about priorities, what was most important for the client, what was the status of the development and how much time there was to do the job.
3 – BREAK DOWN
This is when the list of sounds are created, by going from big conceptual blocks, to smaller functional ones. Until you get all the sounds there are going to be needed in a conceptual aspect, close to 1500. At this point the work load can be estimated and so organice work in the timeline.
4 – SOUND DESIGN
Start the sound research process, finding the base sounds that will provide the textures for the game sounds. Then I started the iterations with the client for the main sounds, in this case, the shadow powers and character foley, until the direction is set.
5 – IMPLEMENTATION
Basic settings for the middleware, FMOD, and main audio modules in C# need to in place for the firsts sounds to be implemented, as they are the foley sounds for the main character and basic ambients.
From there is about cycling over:
Sound Design -> Sound Production -> Sound Implementation -> Audio Programming -> Mix -> Audio QA
6 – OPTIMIZATION
It is important to be aware about the memory consume, number of channels or even the audio level along the gameplay, while levels are loaded, played, replayed, unloaded and so.. the audio need to be healthy and stable along the game life cycle.
7 – MASTERING
Looking for an efficient way to do it I took the time for the optimization to also do mastering passes, looking for softening hard edges and detailing even more the mix along the whole game cycle, and I did it by listening through out different speaker sets and devices.
I wished to shared such an amazing adventure that was this project with an audio fellow, because I had to cover all by myself and you know, 4 ears are better than 2 and there are always tons of things to learn for another peer, beyond the satisfaction of sharing something like this with another person. But I have to say that it was a very complete experience.
Roles
Audio Direction
I helped to finalize or complete the artistic direction of the audio of the game, and keep it on track along the way. Not just for the sounds effects, but for the music as well, that was composed by a professional musician but the studio guys needed a hand with the music mechanic design and implementation.
Sound Design
Design for the whole audio experience of the game including the production of each audio asset.
Audio Design
Design and implementation of the audio system in FMOD for all game features, spaces and elements, and the mechanics for the mixing along the gameplay.
Audio Programming
C# coding in Unity for handling or controlling the audio along the game in the most efficient and stable way possible.
IN SHORT
What a journey, very long, and very intense. I can assure I am not the same profesional since I started, and it was definitely for the better!
An honor to work with this brilliant team of Baby Robot Games and of course, an honor to be on the game credits. My most sincere thanks for all of them, especially for Alex and Andrea.
Play the Game
By pressing in the image below, you will go the game site at Steam (it opens in new window).




