~/talk

Exploring the sonic possibilities in sci-fi with Dome Keeper

Talkat Konsoll 2023 · 2023-10-24..10-25· [creative-coding, game-development]
links:none on file
slides:none on file

Explains concrete sound choices for Dome Keeper: records with a mobile phone, edits in Logic Pro, implements in Godot, and sources creaky farm hinges plus a barking tube to make digging feel rickety-to-powerful progression. Shows how a reversed gong and bell chimes mark combat transitions and how a mascot voice (Drillbert) cues events. Advocates using frames to fix consistent rules, runs live audio tests against visuals, and reports the audio loop design reliably heightens the exploration/combat cycle.

AI-written summary · about

  1. 0:00Nonlinear audio in games
  2. 2:07Sound design process
  3. 7:26Audio frames for consistency
  4. 11:42Iterative sound design
  5. 13:25Science fiction and speculative sound design
  6. 15:54Sci-fi games Manifold Garden Sable
  7. 20:13Audio in believable worlds
  8. 21:31Dome Keeper gameplay
  9. 23:37Audio frames for Dome Keeper
  10. 24:40Exploration sounds in Dome Keeper
  11. 26:55Combat and monster sounds
  12. 28:43Game loop transitions
  13. 31:56Combat phase sounds
  14. 34:53Sound design takeaways
  15. 36:21Audio for sci-fi immersion
  16. 38:41Q&A
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