Creating audio that controls the players fight or flight response was our main goal for this game. With that in mind we really paid particular attention to the ambiances and music in the game to provide an immersive sound experience for the player.
We approached the musical style from a traditional orchestral/hybrid film score perspective mixed with experimental sound design elements.
Rather than using orchestral instruments to lay down a subtle atmospheric base, we created environmental sound design elements and processed them so they sound harsh and uncomfortable. This really helps blends the layers into the game world.
On top of those layers, we used short fragments of piano melodies and processed them to sound eerie and ambient. These stingers are triggered throughout the environment and played on top of the atmospheric loops to add a dimension of momentum in the player's actions.
As the gameplay becomes more intense, aleatoric (random) orchestral elements are added in to increase the sonic tension when more zombies begin attacking, as well as when the player reaches critical health.
The menu theme currently utilizes all of the aforementioned elements subtly to create the dark mood of he game. The melody itself is rhythmically dissonant, which creates the unnerving yet catchy vibe that starts the game.
To enhance the ambient layers created various sound effects that trigger randomly throughout the world in the 3D space. This will give the player a sense of where the danger versus safer spots may be within the game world.
We are having a lot of fun with foley recording for the game. Stabbing and smashing a water melon and cantaloupe, breaking carrot and celery sticks for weapons and hits. Placing uncooked chicken cutlets in a thin baggie, adding different amounts of water and throwing it against a wall and into some cat litter for some splat effects.