Technical Audio Implementation - Enemy Threat Based Mixing

Hey everyone!

I decided to start a little video series about different technical audio implementations I did during my work on Footgun: Underground. In this first one I’m going into my solution on how I kept the mix as clean as possible and moved sounds that are less important to the player, for example movement or attack sounds of enemies with a low threat to the player, into the background of the mix and make those of a high importance stand out.

Especially in stages with a high enemy count and projectiles flying around all the time this worked really well to keep the audio uncluttered and focused on the important sounds.

I hope you enjoy this semi deep dive and I would love to hear your opinions and if you would like to see more of this.

Have a great day!