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» Mercantisle: Audio Deep Dive
Hi folks!
If you’ve been over to see my game audio projects, you’ll have seen that a few months ago we shipped version 1.0 of Mercantisle! Having been responsible for all the sound on that game (sans music), and having had a whale of a time working on the sound design, I thought it might be cool to break down some of the stuff I did and peel back the curtain on it. Hopefully you also agree that might be cool, because it’s my site and I’m calling the shots around here so that’s what we’re doing.
As I say, I did everything auditory on Mercantisle with the exception of music, which Forbidden Oak had already commissioned the talented Helena Ricci for. This meant I was defining the auditory vision for the game, identifying and designing all the sounds it needed, implementing both the sounds themselves and the overall audio systems into the game, and orchestrating the final mix. As you can imagine this added up to quite a lot of work, and working on all of this in the evenings and weekends alongside my PhD kept me pretty busy!
Rather than go through every single thing I did on Mercantisle, I think we’ll instead focus on my favourite bits and the stuff that’s most interesting or unique about the audio. The world does not need another article explaining that you can make gore sounds from vegetables, but perhaps it could do with one that talks about what you can do with the impulse response of a carrot.
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