00:00I think the sound design in any video game gives players a real tactile sense of immersion in the
00:10world. 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.
00:36This is actually the reason why we put a lot of effort into sound designing every weapon.
00:43All the guns 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 this is just the starting point.
00:55Our main inspiration went from the Hollywood movies, especially the best modern westerns,
01:01to make the sound punchy as we want them.
01:04Enzo! We can't let them get away!
01:10High drive! You shoot!
01:12Cars 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 so every
01:29car has got a kind of a hand-built feeling to it. The cars are loud, jolty on the streets. When you get
01:37them 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.
01:48Fortunately 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.
01:59We decided to record all vehicles on the road. That gives you some advantages. You can capture the true sound of the cars.
02:07It sounds completely different to a modern car. There's just a completely different character.
02:15There's no muffling of the exhaust in any way and so it's a really raucous, raw feel to the cars.
02:21It makes driving them really, really fun.
02:23Die! Die! Die!
02:25The game score was composed in a classical way but as well we used some traditional Sicilian instruments.
02:38These all are the instruments that like creating nice feeling and vibe that we want to achieve.
02:45The music underscores the emotional content of the cinematic or the gameplay experience. The music in a way makes the graphics look much better than they would do otherwise.
02:55There 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 the sulfur mines singing their labor songs.
03:08All these are songs together with the game score and they are quite nicely sometimes blending into each other.
03:14In our game the ambience are very important. They help to convey the mood but also to sell the experience. They need to be immersive. That's why we recorded many voice lines with a Sicilian studio.
03:26They 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. The audio team helped us really sprinkle in that level of authenticity.
03:47It'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.
04:13If you're playing with it you'll get too much of the sound of the soundscapes you will hear throughout this time.
04:31The voice of the sound, the voice of the sound.
04:32The voice of the sound is a unique role.
04:35The sound is basically a place that I am using earlier, but just to blow it up in the background.