The big booms and the story behind them


Last time we dove into the details of how music is made for Jelly Wars 2. This time we’ll continue with the audio world of Jelly Wars 2.0, as we hear how sound effects and such are made for the game. Our “sound guy” Torsti told us, that the making of the effects starts with the same process as any project in general – the requirements specification: “They had this really clear image of what they wanted and it helped me out a lot. The only thing is – when we had the first briefing about the project, they (Jelly Wars developer group) came in with this paper document they had tried to write on the sounds they wanted – oh man you should’ve seen it, it was so hilarious.”

But that’s a good thing, as the recording of the sounds for the game was in general a funny experience for Torsti as well. “As you might know, none of the sound effects are made with “corresponding” items – the making of sound effects is a bit like a “fooling art”, where the sound you expect and want to hear is often created by originally recording something completely different, which is then edited and mixed to become the end result that was looked for. For example when we were recording the sounds for the jellies for the first time, the “wobbly” sound, we smacked our stomachs and recorded it. We got what we needed, we had a fun time doing it, but man, let me tell you that I was bruised!”

Some of the sound effects you will hear in the final game are sounds that were mixed from various samples from Torsti’s grand audio library, but mostly game effects are created with some original mic recording as basis. The mic is an important tool especially when there’s just no sound that quite fits what’s wanted. When recording, mouth is a tool of magic: “You can make surprisingly wide variety of needed effects just with your mouth alone”.

He hasn’t tried the prototype of the game yet, because he wants to do all of the music and sound effects first: ” I’m sure to try it as soon as I’m done composing all the music – both for the joy of playing itself but also to make sure that the music and effects are in a perfect balance. It’s important to remember that sometimes too much is just – well – too much. The effects should serve the gaming experience, not the other way around”. It is after experiencing the game with music and other audio, when one can see and hear if something “sounds off”. We think the audio part of the game starts to be in pretty good shape, as you can hear in the gameplay video we revealed before. Check it below, and tell us what you think!


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