Vertical gameplay
Level design abounds are where the verticality of the world was enhanced by being able to hear the sounds coming from above you, sometimes as a clue of where to explore next.
Kristoffer Larson
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Kristoffer Larson
Because the music was composed and mixed in stereo, it needed to be up front in the left/right mains. Mixing for spatial platforms allowed me to use so much more of the room to work around the music without it sounding oddly placed or unnatural. Just a little bit of positional spread helps items be heard clearly. Remarkably, the downmix whether via Dolby Atmos renderer or Wwise’s internal routing still sounded great and felt like they made the right “decisions” to preserve the aesthetic intent of what I was trying to do.