Music
A hypothetical soundtrack for the game would be a blend of indietronica style synths with real-world orchestration, as well as lots of sampling of a wide variety of music and sounds, both real and digital, to evoke the collage style of the game. The playlist I have assembled here exists to provide inspiration. Heavy influences include the Katamari Damacy soundtrack as well as Thunder, Lightning, Strike! by The Go Team (the track Junior Kickstart was considered to be a hypothetical trailer theme).
Sound Effects
UI/Menu Sounds
Most menu sounds will be very small sounds, like clicks or beeps, to fit in with the minimalist aesthetic of the UI. Musical inspirations for these glitchy sounds include the album re.sort by Sora:
As well as the soundtrack for Kotoba no Puzzle Mojipittan:
Dialogue in the cutscenes with the Lords will be made up of a soft sound like a pencil or pen on paper, but care must be taken to ensure this is not too grating on the ears (i.e high frequencies may need to be dampened).
Collection Sounds
An Energy Shard being collected will play a high-pitched (but not grating) digital sound with a very short amount of delay/echo. Below is an example:
And a version for when an Energy Cluster is collected:
When an Energy Shard or Cluster is collected there should be a very slight random variation in pitch
Ambience
Environmental ambience will be unique for every level but be very unobtrusive as music will be playing constantly while in a level. Ambient outdoor tones like wind are layered with additional level-specific ambient sounds as detailed below.
Reference for layering sounds can be taken from my notes on the Game Audio talk.
Oil Rig
- Machinery whirr
- Crane
- Elevator
- PA speaker (unintelligible)
- Seagulls
Rooftop Plazas
- Pigeons
- Creaking aerials/billboards/cranes
- AC Unit noise
- Power Generator hum
- Office sounds
- People walla