As someone with a background in audio for games, SFX were always going to be an important part of RememBear. Audio for mobile games needs to be chosen carefully so as to not be intrusive, since players may be running background audio from other apps. Audio should not be vital to gameplay as many players will not have their device’s volume turned on.
With this in mind, the audio in RememBear is quite minimal, but, I hope, very effective. I’m going to have a quick look at how the SFX were put together, but in the meantime please watch the gameplay trailer to familiarise yourself with the soundscape:
With the visual art style I was trying to juxtapose the cute, cartoon, fairytale illustration with the bloody gruesomeness of being eaten by a bear. This is reflected in the sound palette too – the childish xylophone jingles clash with the fierce bear roars and blood splats. I’m going to talk about how the sounds were made and why I chose them.
The game opens into background ambience, some quiet birdsong. I wanted to set the player in a location of a forest and have set a slightly silly tone. I recorded the birdsong myself, using a whistle bought from this man. The whistles used in the game are the few successful takes from about 15 minutes of recording time!
The next sound is a rising semitone xylophone pattern, in the style of the opening music. It is a playful, childlike phrase and it mimics the animation of the approaching bears. Three seconds later it plays again, a semitone higher, as the bears get closer and the game gets harder.
This is the main audio in the game. It is useful, since it indicates where turns have ended, but it is not essential. It is hopefully not annoying either, being tied to the animation and level progression. I hope that users will want to play with it active, but I included the option to mute sfx since I can’t assume the user’s sole attention when playing on a mobile phone.
If the player is doing well, the next sound they will hear is the ‘tinkle’ of the ‘ranger awarded’ sfx. This is accompanied with a little icon flash to show that a ‘good thing’ has happened. The sound fits in place with the game, coming from the same xylophone source.
Most likely, before too long, the player will make an error and a ranger will be eaten by a bear. The audio for this is made up of a few layers, firstly the ROAR of a hungry bear.
How to record a bear roar? What do bears even sound like?
Terrifying. I needed a short sound with a quick attack, a quick impact to shock the player and let them know they’ve done something wrong. To recreate this sound, I snorted into a microphone and applied a layer of overdrive to the bass. This is in stark contrast to the other, more playful sounds in the game.
Another layer in this sound is the ranger screaming. This is mildly amusing (as the bloody visual effects are) but can be disturbing. I also added the sound of a fruit salad being destroyed, to represent the sound of blood and guts flying about the place. This adds a level of comedic violence or gruesomeness. I hope the player’s mind translates this into something disgusting. Audio is a wonderful tool to enhance a player’s imagination.
The final sound you’re likely to hear is that of the children being eaten. This is the same as the rangers, only the screams are of a boy and a girl and are pitch shifted up in order to sound like cartoon children. A final musical cadence refers back to the theme music and rounds off the experience nicely.
This covers all of the SFX in RememBear. There is not much to it, but it is all focused and functional. I hope you enjoy playing once it is released and let me know what you think of my bear roars!