My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 24, 2013
 
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
 
We're Indie, we like Microsoft. Too Controversial? [5]
 
The Procession of Progression in Game Design
 
Xbox One: a flawed plan, well executed [11]
 
Letting the Player Find the Fun [2]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 24, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Trendy Entertainment
Gameplay Producer
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Technical Producer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 24, 2013
 
Tales of Laputa
Rebranding to \"Tales of
Solaris\"
 
Divines of the East Class
Spotlight: Eidolon
 
Tommo Sets Release Date
for NEOGEO X Classics:...
 
Extra Play Announces Keep
On Truckin’
 
Skyward Collapse Now
Available For PC/Mac
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
 Limbo  sound design: Ambiguity is the key to atmosphere
Limbo sound design: Ambiguity is the key to atmosphere Exclusive
 

July 17, 2012   |   By Staff

Comments 2 comments

More: Console/PC, Indie, Audio, Exclusive





In video games, sound is often used as a vehicle for a game's developers to project their own interpretation of their game onto players.

But Limbo audio director Martin Stig Andersen tells Gamasutra in a new feature interview that he avoided using music that would "manipulate" the player and instead aimed for sounds with less "identity."

"The more identity the sounds had, the more I would distort them," says Andersen, who created the soundtrack for the popular indie title.

"So I wouldn't include sounds that gave too strong associations. If we added something that had a strong identity like a voice or an animal, then it would almost destroy the atmosphere. So with that style, Limbo offered an audio and visual atmosphere that can really get into the player's mind, and make them feel scared, worried or on edge."

In fact, says Andersen, he and game director Arnt Jensen feel that "everything should be open to interpretation", and that's what drove the audio aesthetic of the game.

"We rarely like music as an instrument to manipulate the emotions of the player, or manipulate anything really. We both feel that everything should be open to interpretation, and people should be allowed to project their own feelings and emotions into the experience," says Andersen.

"When you allow for that space, and at the same time create something that's captivating and immerses the player, it lets them let go of those feelings and emotions. So if they're scared it will probably make them more scared when there's no music to take them by the hand and tell them how to feel."

The full feature, which includes more from Andersen as well as interviews with Dead Space 2 sound design lead J White and iOS title One Single Life's Thom Kellar, is live now on Gamasutra.

 
 
Top Stories

image
Blog: I took my Ouya game to retail, and here's what happened
image
Video: Thief vs. Deus Ex - a design discussion
image
Here's how much 'whales' spent so far this year
image
Player progression: Understanding how players get through your game


   
 
Comments

Rob Wright
profile image
I loved this game, and I love Limbo's subtle use of music and sounds. To me, it was the perfect match to the games B&W minimalist visuals. We rarely talk about how important audio is for games, but I think titles like Limbo and Dead Space have really raised the bar for sound effects these days.

Kale Menges
profile image
One of the best games of the last decade. It's the poster child for "less is more" in modern video games. The level of cohesion in the game's art, sound, and game design is perfect, something that every game should strive for regardless of style or genre.


none
 
Comment:
 




 
UBM Tech