5.5 Sound Design

Overview

Sound design in our game serves three key functions: increasing immersion, intensifying combat, and enhancing stealth gameplay. Audio is not just background noise—it is an active element that supports the player’s experience, informs their decision-making, and deepens their connection to the world.

Below is a breakdown of how we approach each aspect of sound design.

Alternatively, you can watch this video which covers the same material:

Here is the same information in text format:

1. Increase Immersion

Immersion is about making the game world feel real, lived-in, and reactive. Every sound, from distant city ambiance to the way footsteps echo in a concrete hallway, helps sell the illusion that the player is inside a functioning world.

Key Features:

  • Dynamic Environmental Audio: Footsteps change based on the surface (metal, concrete, carpet), and echoes adjust depending on room size and material.
  • Diegetic World Sounds: Civilians chatter, guards cough or shift their weight, distant sirens wail in the background—making the world feel reactive
  • 3D Positional Audio: Sound sources come from logical locations, allowing players to pinpoint where an enemy is speaking, a drone is hovering, or a generator is buzzing, all without relying solely on visual cues.

Design Goals:
We want the player to feel like they are stepping into a real, physical world that responds naturally to their actions. Every sound should contribute to the overall believability of the environment, making exploration more engaging and immersive.

2. Intensify Combat

Combat should feel visceral, dangerous, and satisfying. Sound plays a crucial role in making gunfights feel powerful, explosions feel destructive, and close-quarters combat feel brutal. The right use of audio can elevate firefights, giving players the feedback they need to react effectively while also making every action feel weighty.

Key Features:

  • Gunshot Dynamics: Each firearm has unique characteristics, from deep bassy booms of a shotgun to the sharp crack of a suppressed pistol. Indoor gunfire creates echo and reverb, while outdoor shots sound crisp and open.
  • Bullet Impact Sounds & Debris: Bullets whizz past the player's head with a terrifying crack, and impacts on different materials (metal, wood, glass) create appropriate debris and destruction sounds. Combat feels intense.
  • Reactive Enemy Audio: Enemies shout orders, react in panic when ambushed, and call out when spotting the player. Different enemy types have unique vocal cues, giving players immediate information on the threats they face.

Design Goals:
We want combat to feel aggressive and intense, but also informative. The player should be able to tell what’s happening just by listening—where shots are coming from, what kind of enemy is engaging them, and whether they’ve successfully killed an enemy.

3. Enhance Stealth

Stealth gameplay relies heavily on audio. Players need to hear enemy movements, detect subtle cues like radio chatter or footsteps, and be aware of their own noise levels. A strong stealth sound design system makes sneaking feel tactical and intense.

Key Features:

  • Footstep and Movement Acoustics: Walking on hard surfaces makes more noise than crouch-walking on carpet. Players must be aware of their movement.
  • Enemy Awareness & Listening System: AI reacts dynamically to sound—if the player knocks over a chair or sprints across a tile floor, nearby enemies will investigate. Whispered enemy chatter gives clues about enemies.
  • Suppressed Sound Effects: Suppressed gunshots still make noise but are muffled and directionally harder to pinpoint. Knocking out enemies or causing distractions (e.g., throwing a bottle) creates subtle yet effective sound diversions.

Design Goals:
Stealth should feel like a careful balance of risk and control, where sound is both an asset and a danger. Players should be able to use their ears to navigate situations, while also being aware that the enemies are doing the same. A well-tuned audio system ensures stealth gameplay remains engaging, tense, and fair.

Final Thoughts

Sound is a critical gameplay tool, not just background noise. It enhances immersion, intensifies combat, and supports stealth, making every mission feel dynamic and unpredictable. From the crackle of gunfire to the subtle creak of a shifting guard, audio keeps players engaged and aware. By focusing on realism, tactical feedback, and atmosphere, we create a world that feels alive, reactive, and dangerous.

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Source: Rick & Morty
Obviously we're not making a cartoon. This is also way too futuristic and sci-fi for us. But the idea: look huge this place is (with towers of holding cells with prisoners).

></div><div class=


Source: Rick & Morty
Obviously we're not making a cartoon. This is also way too futuristic and sci-fi for us. But the idea: look huge this place is (with towers of holding cells with prisoners).

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Source: Rick & Morty
Obviously we're not making a cartoon. This is also way too futuristic and sci-fi for us. But the idea: look huge this place is (with towers of holding cells with prisoners).

></div><div class=


Source: Rick & Morty
Obviously we're not making a cartoon. This is also way too futuristic and sci-fi for us. But the idea: look huge this place is (with towers of holding cells with prisoners).

></div><div class=


Source: Rick & Morty
Obviously we're not making a cartoon. This is also way too futuristic and sci-fi for us. But the idea: look huge this place is (with towers of holding cells with prisoners).

></div><div class=


Source: Rick & Morty
Obviously we're not making a cartoon. This is also way too futuristic and sci-fi for us. But the idea: look huge this place is (with towers of holding cells with prisoners).