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Music and sound has always been central to Amanita Design's games. Get a great window into the process of creating the soundscape for the studio's latest, Samorost 3.
Music and sound has always been central to Amanita Design's games, and in the making-of video embedded above, and shared by the developer on YouTube, you get a great window into the process of creating the soundscape for the studio's latest, Samorost 3.
The music is not just literally key to the games; Amanita founder Jakub Dvorský uses an audio metaphor to describe his ideas about game design in this interview from March:
"I think about it as like a musical album. The first time you buy a record, you listen to it from the beginning to the end. Then later you come back and listen to it again from the start or sometimes just a few selected favorite tracks. And that’s exactly what you should be able to do with the game if you like it."
Of course, "the sound design has to fit perfectly with the visual style and the whole atmosphere," he says.
"I believe live instruments are more evocative, warmer, detailed and simply more powerful than pure electronic music. We love the complexity of nature and natural things. In graphics we use textures photographed from real surfaces to enrich the visuals with another level of tiny details and complexity, and the principle is the same in music and sound design," he told us in February.
The soundtrack is by Tomas "Floex" Dvorak, who spoke to Gamasutra about his work on Amanita's Machinarium and Samorost 2, going into detail on his compositional techniques and collaborative experiences.
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