The Chant - Behind the Music and Sound - Paul Ruskay | Summary and Q&A
TL;DR
The Chant audio director, Paul Ruskay, discusses the unconventional and experimental approaches taken to create the game's soundscapes, influenced by 70s horror movies.
Key Insights
- 😱 The Chant's audio director drew inspiration from 70s horror movies and utilized experimental soundscapes to create a unique audio experience.
- 👂 Collaboration with musicians and sound designers from different parts of the world added diversity and creativity to the sound design process.
- 🎼 Experimenting with the absence of music in certain sections created a more intense and immersive experience for the players.
- 💪 The audio design of the creatures, specifically the Mandacore, aimed to terrify the players and evoke a strong emotional response.
- 🥡 The Chant's audio approach encouraged taking risks and avoiding conventional solutions to create a distinct and memorable audio experience.
- 👂 Unique challenges arose in creating sound designs for unconventional situations, requiring creative problem-solving and experimentation.
- 🎮 The feedback and collaboration between the audio director and the game's creator, Mike, played a crucial role in achieving the desired audio experience.
Transcript
[XBOX SOUND] When you think of fear, it's a response in your body, so it's not something you're thinking about. You respond to fear in a really physical way. My name is Paul Ruskay. I'm the audio director on The Chant. One of the main influences was John Carpenter soundtracks from the 70s. It's a project that reminds me why I got into this in the f... Read More
Questions & Answers
Q: What were some of the main influences behind the sound design of The Chant?
The audio director, Paul Ruskay, drew inspiration from John Carpenter soundtracks and 70s horror movies like Suspiria, Phantasm, and The Wicker Man. These influences were reflected in the game's sound design and music.
Q: How did collaboration with a drummer impact the opening prologue scene in The Chant?
Collaborating with a drummer from Milan brought an energetic and frantic feel to the scene. The drummer's free jazz drum parts added the exact energy needed to create a sense of urgency and tension.
Q: Were there any sections in the game where music was intentionally left out?
Yes, in certain sections like the Spirit Forest in Chapter 5, the absence of music was intentional to enhance the sense of tension and fear. Removing the music allowed the player to focus on the sounds of the environment and create a more immersive experience.
Q: What were the challenges faced in creating unique creature sound designs for The Chant?
One of the challenges was creating sounds for unconventional situations in the game. For example, determining what it sounds like to throw salt at an interdimensional creature required experimentation and thinking outside the box. The goal was to create sounds that would terrify the players and enhance the overall experience.
Summary & Key Takeaways
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The Chant's audio director, Paul Ruskay, drew inspiration from John Carpenter soundtracks of the 70s to create the game's sound design.
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The game features a mix of late 70s and early 80s horror movie aesthetics, with an emphasis on analog and experimental soundscapes.
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Collaboration with a drummer from Milan added a frantic energy to the opening prologue chase scene, while the absence of music in certain sections created more tension.