Exploring the sonic possibilities in sci-fi with Dome Keeper
summary
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.
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chapters (16)
- 0:00Nonlinear audio in games
- 2:07Sound design process
- 7:26Audio frames for consistency
- 11:42Iterative sound design
- 13:25Science fiction and speculative sound design
- 15:54Sci-fi games Manifold Garden Sable
- 20:13Audio in believable worlds
- 21:31Dome Keeper gameplay
- 23:37Audio frames for Dome Keeper
- 24:40Exploration sounds in Dome Keeper
- 26:55Combat and monster sounds
- 28:43Game loop transitions
- 31:56Combat phase sounds
- 34:53Sound design takeaways
- 36:21Audio for sci-fi immersion
- 38:41Q&A








