What Do Your Elf Ears Hear?

Untimely Hidden: Patara

Our Time Agent Jaxon has a new mission: his arch-nemesis has stirred things up again. Now he should follow her to the ancient city of Patara and find the modern-day objects scattered around the city that she left behind.

[b]Requirements:[/b] [list] [*] Complementing the visual style of the game [*] Reflecting the emotional mode of the designed universe. [*] To adapt the instruments and the tunes of the period in an innovative way [*] To convey the musical understanding of the era [*] A music that is pleasant to listen to but not too distracting [/list] [b]Step 1. Understanding the Game and the Story[/b] A significant part of any narration or presentation is provided auditorily. That's why sound choices greatly affect the enjoyment of games. At the same time, it is very important to understand the time in which the game took place and the flow of the story. I can say that this was the thing I paid the most attention to in this project, in which I was the sound designer and composer; Being able to create balanced sounds and compositions that the player will enjoy and support the telling of the story. [b]Step 2. Sound effects and Ambience[/b] This issue was relatively easy for me because after understanding the art design and storytelling, I could easily decide how realistic or how descriptive the sounds should be. For most of the sound effects, I recorded the objects' own voices as foleys. [b]Step 3. Narration and Dialogues[/b] Looking at the appearance of the characters, we decided that talking in gibberish would suit them very well. We had to do many different dubbings and experimenting in the studio to find a cute voice-over that could reflect the characters. In the next stage, the necessary modifications to the voices were applied to the designed structure of the characters. In this way, everyone in the world could have an idea of what was being said, thanks to the intonation of the voice actors (supported with subtitles). [b]Step 4. Musical Compositions of the Game[/b] When I started the work on the soundtrack, I didn't realize how serious it would get. The music in my mind was mostly music accompanying the actor. However, when I dived deep into the project, in line with the ideas that came to my mind, we came up with a piece that we are very proud of. I tried to compose compositions using the instruments used in Patara and the surrounding regions during the period in which the game takes place. Our game has a total of one main menu music and four in-game tracks. However, as I mentioned, one of these songs in particularly is very valuable to us, because it was a composition in which almost everyone in the team had a hand. We performed the reading of this work, for which we used a heroic poem from the Ancient Greek poet Sappho, based on Cambridge University research. It was a lucky coincidence for us that Özge, the beloved wife of Eser from our team, was in the Greek music choir. Thanks to that, we used Özge's voice in the lead vocal recordings. In this piece, which I composed and arranged, my vocals were also used, in many different tones :) We also used the vocals of our team's programmer Bora. In this way, we turned it into a composition performed by a large crowd. I can say that it is one of the projects I enjoy most. I hope you enjoy listening to it too. :) And the Music continues... This was Sound Designer and Composer Engin speaking, in the next DevLog, our Programmer Bora will talk about the programming process and experiences.