Audio Design Overview

TCoM's audio (both SFX and soundtrack related) prioritizes intimacy and atmposphere over high energy or dramatic scores. Sound should be used to ground the player in Malsburrow or whatever atmosphere they find themselves in, as well to sell the tone / shift in Noah's emotional state throughout the storyline.

Music (OST)

The soundtrack is defined by its acoustic core, melancholy tone, and sparse arrangements supported by basic synths as needed. It should sound slow and intentional for what its trying to convey.

Instrumentation

Thematic Composition

Music adjusts to the gameplay, emotional tone, or atmosphere. Often times a single track is recreated several times using different instruments and pacing depending on the setting that it plays in (this is primarily used during the lifesim for weather effects during the day and not really outside of that).

Sound Effects & Ambiance

Sound design focuses on hyper-realism and layered environmental audio to make the low-poly 3d world feel alive. This often means that there are several different variations for simple audio cues (such as picking up objects of a certain texture or walking on a specific material) or unique sounds for specific characters and their cues.

Ambiance & Environment

Ambiance layers are dynamic, as they change based on the time of day, location, weather, and population density. Some examples are as follows:

Interactions / System SFX

SFX related to player interaction should support the "handcrafted" UI aesthetic.

Character & Emotion SFX

Since character expressions are simple, specific vocalizations and ambient sounds are vital to emphasize certain character emotions.