Case Study: Warface Chernobyl

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One of my favourite game scores of all time is Ghost Recon: Future Soldier by Hybrid and Tom Salta. So when Tom got in touch and asked if I’d be interested in making some sounds for him, it was a no-brainer.

The job was a tight turnaround and for quite a specific job, a new level was added to the free online RPG game, Warface, where you did battle in the ruins of Pripyat/Chernobyl and the surrounding area. All a bit mad, but highly entertaining. And I particularly love the directness of the game’s title!

Fortunately, Tom was very precise about what he was looking for: the types of sounds were varied but considered. They were also a bit different to what I’d made with Omnisphere before. There was a focus on combining dynamic bursts of drama with a blend of sensory-overloading atmosphere and also a grit to the sounds that grounded the player in the centre of all the action. Having spent a lot of time with Omnisphere creating sounds over the last few years, having a genuinely original approach to sound design with it was really inspiring.

The short turnaround time and Tom’s focus meant we quickly established a collection of sounds for Warface: Chernobyl that created a real sense of what we were trying to achieve. It was intense but fun. I always love a project that forces me to do something new.

Tom and I will definitely be working together in the future.



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