From theory to practice! Here's how NCORE created a soundtrack that suits us and how a film studio is involved. NCORE Experience The entire NCORE team contributed to choosing musical references.
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What changed
0 fixes0 additions5 changes1 removal
UI and audio
changedNCORE ExperienceThe entire NCORE team contributed to choosing musical references. We concluded that electronic music with dubstep elements and futuristic sound design best suits the game. This style emphasizes the intensity and pace of arena battles while retaining the showy, positive vibe. Inspirations included Cyberpunk 2077, The Finals, and Death Stranding.
changedNCORE ExperienceRecording sounds came with its own story. Initially, we used paid sound libraries, which covered most needs. As the project grew in scale and depth, we realized libraries weren’t enough — we needed to record foley ourselves.
changedNCORE ExperienceTo minimize reverberation, we installed special sound-absorbing panels in the room, which helped reduce background noise.
removedNCORE ExperienceThe recording was done with two microphones: one capturing the weapon sounds and the other capturing the room. During post-processing, we used phase cancellation to remove all unwanted noises and artifacts, resulting in high-quality foley.
changedPlayer FeedbackIn NCORE, we pay close attention to player feedback. We were thrilled to receive positive comments on music and sound design during the first alpha test.
changedPlayer FeedbackWe will continue refining the game ahead of release. Players will be able to experience NCORE’s audio innovations during the next major test (dates to be announced). Meanwhile, wishlist and share in the comments which game soundtracks have ended up in your playlist!
NCORE changes
changedThe entire NCORE team contributed to choosing musical references. We concluded that electronic music with dubstep elements and futuristic sound design best suits the game. This style emphasizes the intensity and pace of arena battles while retaining the showy, positive vibe. Inspirations included Cyberpunk 2077, The Finals, and Death Stranding.
changedRecording sounds came with its own story. Initially, we used paid sound libraries, which covered most needs. As the project grew in scale and depth, we realized libraries weren’t enough — we needed to record foley ourselves.
changedTo minimize reverberation, we installed special sound-absorbing panels in the room, which helped reduce background noise.
removedThe recording was done with two microphones: one capturing the weapon sounds and the other capturing the room. During post-processing, we used phase cancellation to remove all unwanted noises and artifacts, resulting in high-quality foley.
changedIn NCORE, we pay close attention to player feedback. We were thrilled to receive positive comments on music and sound design during the first alpha test.
From theory to practice! Here's how NCORE created a soundtrack that suits us and how a film studio is involved.
NCORE Experience
The entire NCORE team contributed to choosing musical references. We concluded that electronic music with dubstep elements and futuristic sound design best suits the game. This style emphasizes the intensity and pace of arena battles while retaining the showy, positive vibe. Inspirations included Cyberpunk 2077, The Finals, and Death Stranding.
Recording sounds came with its own story. Initially, we used paid sound libraries, which covered most needs. As the project grew in scale and depth, we realized libraries weren’t enough — we needed to record foley ourselves.
Foley: artificial sound effects used in films, TV, sports broadcasts, and games.
Since part of the team is based in Minsk, we ended up at Belarusfilm Studios. We had selected the weapons to record but faced certain challenges: recording was possible only inside the studio, yet its high ceilings made the acoustics unsuitable for capturing loud gunfire with the required clarity.
After some consideration, we found a solution that allowed us to achieve the necessary recording quality under such conditions:
To minimize reverberation, we installed special sound-absorbing panels in the room, which helped reduce background noise.
The recording was done with two microphones: one capturing the weapon sounds and the other capturing the room. During post-processing, we used phase cancellation to remove all unwanted noises and artifacts, resulting in high-quality foley.
Use this tip if you ever need to record gunfire in rooms with strong echoes!
Player Feedback
In NCORE, we pay close attention to player feedback. We were thrilled to receive positive comments on music and sound design during the first alpha test.
We will continue refining the game ahead of release. Players will be able to experience NCORE’s audio innovations during the next major test (dates to be announced). Meanwhile, wishlist and share in the comments which game soundtracks have ended up in your playlist!