00:00I think the sound design in any video game gives players a real tactile sense of immersion in the
00:11world. These kind of sounds really take the animations and the models that we've created
00:17and give them a real solid sense in the world. Our main goal for the weapons was to just make
00:28them feel ultimate. Completely change the storyline by just one slight pull of trigger. This is
00:38actually the reason why we put a lot of effort into sound designing every weapon. All the
00:45guns the player encounters in the game are real, so it's not a big deal to get to them
00:50and to record the high-quality sounds in a way we need them, but that's just the starting
00:55point. Our main inspiration went from the Hollywood movies, especially the best modern westerns,
01:01to make the sound punchy as we want them.
01:16Cars have always had a big role in our project and I'm really glad that we continue this tradition.
01:22We're also at a time when cars are all hand-built. Every single car is created by a craftsman,
01:28so every car's got a kind of a hand-built feeling to it.
01:31The cars are loud, jolty on the streets. When you get them up to a top speed it's a kind of a hair-raising experience.
01:39Our goal was to create car sounds as authentic as possible.
01:45Fortunately for us, there are highly passionate people who still care about these beautiful cars,
01:53so we were quite easily able to find all necessary vehicles in a few weeks.
01:58We decided to record all vehicles on the road. That gives you some advantages.
02:03You can capture the true sound of the cars.
02:06It sounds completely different to a modern car. There's just a completely different character.
02:14There's no muffling of the exhaust in any way and so it's a really raucous, raw feel to the car.
02:21It makes driving them really, really fun.
02:31The game score was composed in a classical way, but as well we used some traditional Sicilian instruments.
02:37These all are the instruments that like creating nice feeling and vibe that we want to achieve.
02:44The music underscores the emotional content of the cinematic or of the gameplay experience.
02:50The music in a way makes the graphics look much better than they would do otherwise.
02:57There is as well the diegetic music. It means this is the music that is happening into a real game world,
03:02such as street musicians or miners in a silver mine singing their labour songs.
03:08All these are songs together with the game score and they are quite nicely sometimes blending into each other.
03:15In our game the ambience are very important. They help to convey the mood, but also to sell the experience.
03:20They need to be immersive. That's why we recorded many voice lines with a Sicilian studio.
03:25They helped us build up some of the soundscapes that you will hear throughout the countryside and in different locales.
03:32For example, going to the coast will sound and feel very different from going to a market in a town.
03:38And it was sort of collaboration between the narrative teams.
03:42The audio team do help us really sprinkle in that level of authenticity.
03:46It's through that process that we've kind of layered up the sounds that you hear throughout the game to make these areas feel alive.
03:53The vibe is completely unique. This is a distinctive experience that I've never played before and I'm sure that players are going to feel the same.
04:03I'm sure that players are going to feel the same.
04:04I'm sure that players are going to feel the same.