🎶 Currently, we think we will need a minimum of 4 sound effects, some being keyboard typing, mouse clicking, police sirens, etc. As of right now, in terms of music, we are still deciding on whether it’s a key component, but if we were to have music, it would be heavily Noire-inspired.
Below are some examples of what kind of sound effects we may want and the vibe of music we may include. But we are also happy to listen to the opinions of the music students and go with whatever music they might deem best if they are to choose to work with us.
Keyboard typing
Mouse clicks
Police sirens
City at night
🎧Audio in Archive 13 will be used to support atmosphere and narrative tension rather than fast-paced gameplay. Ambient sounds such as distant police sirens, city noise at night, rain, and office ambience help establish a sense of isolation and unease, reinforcing the late-night investigative setting. These sounds are designed to subtly reflect the wider world beyond the player’s immediate environment, creating a constant feeling of pressure and uncertainty.
In addition to ambience, subtle interaction sounds such as keyboard typing, mouse clicks, file opening, and email notifications provide feedback and ground the player’s actions in the investigative role. Audio cues may also shift during key narrative moments to highlight tension or important discoveries, with silence used deliberately to emphasise serious decisions. Limited voice audio, such as voicemail messages or recorded dialogue, may be included if time allows to further enhance immersion without requiring full voice acting throughout the game.
Sound Design
🎧Izzy and I are currently exploring potential collaboration with someone who has an interest in sound design and audio production; however, if we can’t find someone, we are open to learn how to do this together.