It’s time for yet another Dev. Blog and this time, coinciding with the SGA Nomination for “Best Execution in Audio”, we will be talking about the production of sound design and the many moods of the music for Magnetic. But first, let us introduce ourself. Todays Dev Blog will be written by two people: Sebastian Mårtensson who is one of the two composers and Samuel Lidström who is one of two sound designers for the game.
First off we’d like to say that it was really exciting for us (and the two others involved in the sound and music production) to be nominated for a prize at SGA this year. Actually we think it’s nice that audio has finally gotten its own, well-deserved category at SGA this year.
Sebastian will start off by talking a bit about the music and Samuel will finish off with a few words about the sound design.
The Music of Magnetic
So, hi, Sebastian here. I think a short presentation is in order. I’m a composer that has worked with several of the team members of guru games at several occasions. I usually enjoy composing acoustic, orchestral and/or happy music so when I got the chance to work on Magnetic I was very excited to get a chance to widen my skills as a musician and create something I had never done before.
In Magnetic the music plays a wide variety of different roles. First of there’s the mood-setting background music. When we started working on the sound for this background music we thought for a long time what kind of feeling that would be best suited to be represented. And somewhere along the line it was decided that the background music, most of the time, would represent the danger of the cube you’re currently in. In other words will the music turn darker and darker the further into the game you progress. In the tutorial the walls are white and padded so the music is composed to feel clean and sterilised. Compared to other music in the game a lower amount of low frequencies were used.
Tier 1 Song 1: https://soundcloud.com/rec-12/tier-1-song-1/s-2Oy1r