Agenda
Grounding the World of 'Big Walk' with Physical Sound
This session is a look at how the sound of Big Walk was created! Em shares insights from her multi-day recording trip to Wilsons Promontory in Australia, and her foley recording process that shapes the tone of the game. Character sounds built from a dog toy, and real objects captured for the game's props are all a part of a physical approach that helps players feel grounded in the world. This conveys a sense of presence and also connects people, making them feel like they're sharing a real space together with tactile toys and games to play with and discover. The session is all about the design philosophy behind recording sound.