The Music
The music for this puzzle-platformer hybrid needed to set the mood and add to the in—game ambience. Something subtle to compliment the brain testing puzzles with enough interest to stand up to the platforming challenges as well.
Gameplay Music
The music while playing was split into two separate tracks based on intensity. The music for levels 1-8 was considered “low intensity” and aimed to give an atmospheric ambience for the player as they are introduced to the mechanics and go through the early puzzles. Music in levels 9-13 was considered “high intensity” as this was where enemies are introduced and the stakes are raised.
Both tracks share many of the same characteristics of harmonies, textures and instrumentation. For example, both tracks share the same chord progression and the pizzicato 8th notes heard in the strings in the early level music are broken into 16th notes in the later level music. This allowed game’s music to share a cohesive and very transition friendly sound.
Implemented through Wwise, the music utilized transitional stingers to navigate between tracks seamlessly as needed.
Cutscene Music
As the final cutscene is the game’s most direct display of the game’s story, the music was allowed to speak more directly as well. Video coming soon to show how that ended up.
The Team
Khenan Newton, Project Manager & Lead Programmer
James Cunningham, Developer
Obert Chen, Programmer
Mark Samani, Composer
Harleen Singh, Sound Designer/Audio Implementation
Kelsey Fox Reyes, Narrative Designer & VO
Holly Knight, 2D Character & Environment Artist
Thomas Jordan Wanless, 3D Character Artist
Ilia Dian, 3D Character Artist
Simon Breumier, 3D Environment Artist
Irene Geller, UI & Graphic Designer