The process of creating audio is very collaborative. On a game like Planet Coaster we had to start pre-production at the same time as everyone else and as such get to work closely with all the other departments (which is an absolute joy!). We constantly see things coming together and most of the time it works too ; )
The sound of going through the day was done by me. I love ambient environments and soundscapes and even do that kind of stuff outside from work (recording and creating them). In fact, those crickets I recorded in the Netherlands at a really cool forest that is host to an abandoned rail road. It's completely overgrown and serves as a national park. It's one of my favourite places and recordings.
I also just really like creating an atmosphere and a lively, changing atmosphere in an environment it makes you really appreciate how your park slowly comes to life as you build. I am sure you noticed how there aren't any guest sounds until your first ride, and people are actually wandering into the park. From the beginning we wanted to make sure the audio represents what you have done and not just play pre-backed background sounds. Everything you hear exists for a reason.
For Alpha 2 you will notice much nicer wind high up and we have synced leaves of trees rustling with the wind increasing and decreasing much nicer. Even the crickets get a bit more quiet when the wind picks up. Non of that is essential for the game-play obviously, but we really want an empty park to feel like a place that is alive, well before you work your magic!
Thank you. Funny you mention the crickets. That was the moment i started to listen into the complete span of the sound.
I will listen to all the different sounds you mentioned for Alpha 2. Another thing to be excited about for the update.
I had so much fun discovering sounds in the last weeks. Next to observing guests.
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