Hey, everyone! Today we wanted to share the process of sound design for The Submarine. We are very serious about the atmosphere in our games, so we pay special attention to things like that.
In this update1
Full notes
Full Static Dread: The Submarine update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes0 additions5 changes0 removals
UI and audio
changedHey, everyone!Today we wanted to share the process of sound design for The Submarine. We are very serious about the atmosphere in our games, so we pay special attention to things like that. We wanted to make the environment as authentic as possible, and here's how we did that with sounds.
changedHey, everyone!In the following video you can see the process of creating UI sounds. First, we record sterile sounds with a tape recorder, then write them to analog tape and convert the analog back to digital.
changedHey, everyone!This results in authentic, aged sounds without virtual processing.
changedHey, everyone!Here are a couple of photos of how the sounds for rooms was recorded.
changedHey, everyone!And here's how the sound is finalized and mastered to make it into the game.
Static Dread: The Submarine changes
changedToday we wanted to share the process of sound design for The Submarine. We are very serious about the atmosphere in our games, so we pay special attention to things like that. We wanted to make the environment as authentic as possible, and here's how we did that with sounds.
changedIn the following video you can see the process of creating UI sounds. First, we record sterile sounds with a tape recorder, then write them to analog tape and convert the analog back to digital.
changedThis results in authentic, aged sounds without virtual processing.
changedHere are a couple of photos of how the sounds for rooms was recorded.
changedAnd here's how the sound is finalized and mastered to make it into the game.
Hey, everyone!
Today we wanted to share the process of sound design for The Submarine. We are very serious about the atmosphere in our games, so we pay special attention to things like that. We wanted to make the environment as authentic as possible, and here's how we did that with sounds.
In the following video you can see the process of creating UI sounds. First, we record sterile sounds with a tape recorder, then write them to analog tape and convert the analog back to digital.
This results in authentic, aged sounds without virtual processing.
Here are a couple of photos of how the sounds for rooms was recorded.
And here's how the sound is finalized and mastered to make it into the game.
Hope this was interesting for you! It surely is an interesting work for us, and we love to use different tools and methods to achieve the results we want.