Sky: Children of the Light, Interview Reflection

here people worked on the audio, one audio director, one composer and one designer. A small team in comparison to other studios.

They speak on how they wanted the sound design to be a storyteller instead of text and that they read up each section of the world the player interacts with. And made sounds that would exist in those sections, how can we indicate information through the sound they say.

They also spoke on the idea of ambient sounds within the world, they wanted the players to feel immersed in this world instead of focusing on the small character running around. They created a fake fizzle sound when touching a cloud in the game to reflect the dreams we all have to do in real life. I think that’s interesting because in real life clouds are a vapour, they make no noise or I assume so.

They recorded foley outside for the footsteps, water streams and rainfall. It is cool to see a studio use field recordings in their practice! As well as this they also had a studio where the majority of the foley was recorded.

It was interesting to note that they said the music is created before a lot of things in the game, the story and concepts are made around music in this instance which I haven’t heard happen before, as well as music changing around actions in the game, flying, running etc. 

I also found it interesting that they created a serrate mix for each system, with separate EQs and reverbs.

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