adventurous music, howling wind, waves splashing, boat parts screeching and your footsteps on the deck. Only rarely these sounds will draw your attention, but without them? You would hardly ever feel like you are truly on board. Are you curious about how this extremely important, immersive and beautiful part of our beloved game is made? Meet Jan, our senior sound designer!
Can you introduce yourself to our players?
I've studied sound design at FAMU (Prague film school), and I work at Ylands for exactly 4 years now as this diary is released.
What was your way into the Ylands team?
The usual, I found an open position and we got in touch with the recruiter. Funny enough, I was still finishing my degree during the hiring process and then I started to work at Bohemia Interactive.
Does sound in the Ylands game work the same way as in other games?
There are specifics since Ylands is a procedurally generated game. There are no fixed levels. For example, whenever a biome is generated, specific ambient sounds are generated along with it.
When do you create new sounds into the game?
When a new asset is added like an item or an animal or when a new feature is designed it often requires some sound support or even a whole new set of sounds, like when the underwater world was updated in update 1.9. Of course, there are also trailers and big marketing videos that I work on. Often, I work on redesigning old sounds that feel outdated, I am doing my best so that all Ylands sound are fresh and updated. Definitely let me know in case you think some sound should be better or more real.
What do you think is the main purpose of sound in Ylands?
It definitely brings the procedurally generated world alive, also the support of emotional impact of the game is really important. Just remember the last time you have entered a cave.
Are there any sound-based features that you created from scratch for Ylands?
Editor game logics would be the biggest ones probably as they present the players with an opportunity to add their own midi tracks and a lot of other options to work with sound and music. In adventure the coolest sound feature would probably be the real time sound calculating of effects like reverb and echo, so when you are inside a building or a cave, everything starts to sound very differently than outside.
What you like the most about game sound design in general?
Definitely achieving immersivity and a lively feeling of the world. Just try to play Ylands without sounds once. It's also quite cool to be able to offer information to the players from any possible direction, like from behind, above or even below! Unlike the visuals which can provide information only in a specific angle.
Thank you so much for your answers, Jan.
Do you want to ask Jan anything or are you curious about sound in Ylands? Just ask in the comments or on our Discord and we will let you know his answer.
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We're thrilled to unveil the release date trailer for our highly-anticipated game, "Monos: The Endless Tower." that is coming on October 5th, 2023 on Steam. Get a sneak peek into the adventure that awaits! Watch now and mark your calendars.
- Bees can no longer take more than 1 damage from melee or projectile attacks. - Bees can now be bottled. (99% sure someone suggested this but i can't find who) - Bees are now way harder to hold. (Suggested by zaprice.)
- Adjusted Spear pogo animation. - Spear pogo now hits enemies in front, not just below attack. - Spear pogo now knocks enemies back a bit.
- Added an additional combat encounter and infusion instructions to the tutorial. - The tutorial no longer allows you to send the pickaxe to pocket before picking it up so people stop softlocking. - Targeting an NPC now displays an input prompt for talking to them. (Suggested by Winged.) - Added an info button to the Seal menu.
- Added unfinished infusion animation/sound. - Added Gardener recall animation, except it doesn't really work correctly yet.
- Inventory slots now display their keybinds instead of their slot number. (Suggested by Winged.)
- Shops should now actually spawn every 5th floor of the Pit. - Adjusted that one room in Fleet that could shoot a beam at your spawn and instantly hit you when loading in.
- Fixed Librarian's passive preventing her from using charge attacks on non-spells. (Reported by Aewynne and Wunarg.) - Fixed Whiskers being able to spawn as an elite. (Reported by Cosmaru.) - Fixed coin effects not replicating to clients.