Footgun: Underground Ambience Sound Design

Hey Wigglers!

I wanted to share a bit more of my work on Footgun: Underground, this time casting light on an easily overheard topic in the game: Ambience

Despite the fact that Footgun: Underground is a very chaotic and intense game and most of the players won't even notice it, I still took the time to design and implement a detailed and rich ambience for the different biomes and stages.

Using a mixture of ambient stereo tracks, static emitters and dynamic events I wanted to create a special sonic experience for those who take the time to listen.

To keep the mix clean and focused on the main sound categories during gameplay, I implemented a band pass as well as a volume automation for all ambient sounds which is active as long as enemies exist in the scene. After the stage is cleared the ambience gains in clarity and presence for the patient player to enjoy.

This is not as fancy or bombastic of a showreel but I think those parts of a game need a fair amount of attention in the design process as well, even in a game like this and regardless of how many or how few people realize it is even there. If just a single person rests for a second and enjoys the existence of the ambient design, the effort was worth it 🙂