An exploration game about emotional ties that transcend even death. Riley is faced with a headstrong ghost, urging her on an adventure across atmospheric shores, uncovering the island's tragic secret. Choices in dialogue shape the bond between the two, ultimately deciding Riley's fate.
[i]What makes an indie game stand out? To us, it’s definitely the quality of all the different elements of a game, coming together. The player will notice the art style and gameplay first. But an immersive writing, relatable voice-over and one-of-a-kind sound design make a truly polished experience.
We are lucky to have two extremely talented sound designers on board - Ward Snauwert and Dries Vienne. Dries originally worked on our first title, Marie’s Room, and then freelanced for Ghost on the Shore. Today we’re happy to announce that he has joined us full-time. Let’s get to know him some more.[/i]
[h1]What was your first instrument?[/h1]
My first instrument was the violin at the age of nine, but I'm not sure anybody would want to be in the same room as me when I play it!
Now I try out almost every instrument I come across. I’m making baby steps on the drums and saxophone at the moment. I used a guitalele for [url=https://www.youtube.com/watch?v=d03FEXCIuh0&ab_channel=likeCharlie]Marie’s Room[/url], which’s is basically a tiny guitar with 6 strings. Generally, my main instrument of choice is the piano.
With Ward, we also make all sorts of crazy experimental music for Ghost on the Shore. For example, we’ve recorded the sounds of a diaper for a really nice crackling sound. And we turned a bicycle into an instrument. And this is how we come up with a truly unique soundscape for Ghost on the Shore.
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[h1]Any other interesting hobbies?[/h1]
I'm very much a sack of marbles when it comes to hobbies. I tend to find passion in so many things that I end up with way too much. Music, programming, drawing, board games, chess, rollerblading…
I really like the hobbyist culture. Making music in a Youth Center, helps me share knowledge about music and game development. Doing game jams, music jams, art jams and the like. You know - figuring out stuff together.
I also play in the band "[url=https://vi.be/platform/thenealions]Nealions[/url]". We are in the process of planning a release for our first EP.
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[h1]What inspires your music?[/h1]
I often come back to either retro-cyberpunk (greatly inspired by Akira, Blade Runner and Ghost In the Shell), or classical music, especially Chopin. I play hours of Chopin on the piano every day! Those two combined have a surreal romanticized influence.
And of course games! My love for retro shooter 'DOOM' has stuck with me since childhood. I even have a related tattoo. I like it through and through and it inspired me to make games myself.
I also draw inspiration from colorful and whimsical books. I still have tons of pop-up books, and I used to make pop-up scenes myself. They offer a meaningful and comfortable mental space to roam around. We use a similar principle in developing games at like Charlie.
I'm good friends with Kenny & Dagmar, the founders of the studio. The two projects we’ve now worked on together have definitely taught me a lot and influenced my philosophy of creating sound for games specifically. I’m very excited to see the game getting near the finish line. The launch in 2021 will definitely be an emotional one.
[i]If you’d like to personally chat with Dries, please join our [url=http://likecharlie.com/discord]Discord[/url]. We would love to get to know you.[/i]