Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem


Join our Discord!
Now on to Sunlight! Here we also split the piece into parts, although a lot more. We ended up looping sections of the music based on how far in the game narrative the player is to tailor the general structure of the piece to the dramaturgy of the experience. Below is a visualisation of how the parts were isolated, which made it easy to talk about and implement the correct sections where we wanted.
Playing through the game, you can for example hear how the red “Intense” section is only used once, timed to a specific section of the manuscript. The yellow “Intro” section on the other hand, is repeated a number of times throughout the game, and based on how much time you spend in various parts.
Since we worked with the choir directly, we were also able to experiment beyond recording music, so if you listen closely to the sounds of creaking wood and wind, you can hear it’s also the choir. As a finishing touch, we also decided to record the choir entering and leaving the room, which we play as the game starts, and as it ends.
We spent some time reading, feeling like digital archeologists. Who are all these people, and what are their lives like? And even now, as new messages pop in daily, it keeps filling us with joy and a regained purpose in making these types of games. In our most recent game Sunlight, we even decided to do a very similar thing, which turned out to be just as rewarding.
Hey good people! On this day two years ago, we released our little experiment The Plan
Loading
