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“To The End” is a game that was developed during Global Game Jam 2016, and developed for a short period subsequently. I worked on the audio for this game (soundtrack, sfx).
The theme for GGJ 2016 was ‘Ritual’. We decided to explore the idea of using rituals as a coping mechanism for potentially overwhelming issues such as grief, obsession, and anxiety.
This led to an idea for a game - someone pursuing a figure through maze-like levels, completing ritualistic tasks in order to move on.
On the audio side, there were a few potential directions for the soundtrack:
Given time constraints, we went for option 1 to keep things simple.
The music here is pretty simple - a meandering melodic line, representative of the player’s first steps, beginning to find their way, with some soft strings to provide a bit of warmth. The switch sound effects are intended to blend in with the music.
This scene was constantly evolving in length, with art being added, story developed, and text speeds being tweaked.
This made it difficult to score, as the amount of music required was changing quite frequently. To get around this, I decided to write the music as a series of string snippets, triggered on each of the text draw cues. This allowed a lot of flexibility to get around changing scene length.
Advantages:
Downsides:
Overall, I think it was a reasonable decision to make given our time constraints. Given more time, I would record a separate piece of fixed length for each scene, but given our circumstances it worked reasonably as a workaround for the rate of change we needed.
There are two other pieces that were written for this game.
“Tension rising” is a track that’s intented to go in more dramatic parts of the game. The track starts with undercurrents of tension, and builds as various elements of danger (parts of the level collapsing, dangerous obstacles) would be introduced to the player. This is fairly simple in structure, and can be broken down into 4 bar sections. The original intention is that each of these sections could be played separately, and initiated as the player reaches various trigger points.
“Moving on” builds much more slowly, and rather than building in drama, builds in melodic layers. The intended area for this track is somewhere where the player isn’t in immediate danger, but exploration and forward movement are encouraged.
What did I learn?