
Audio Direction Overview.
The overall direction aims for playfulness, a round aural experience and intelligibility.
As per our usual, we made 2 different sketches (separately) to show you a wider palette and while they’re both “tied” to that Millo sound, we’ve used a slightly different approach in each.
While we didn’t do anything in this regard in these sketches, there’s an interesting potential for a dynamic non linear OST to support the progression of the gameplay.
General game audio Scope
Often we’ve found out that the overall perception of what a game needs in terms of audio boils down to:
In reality for any great game out there a realistic audio scope includes:
Also in highly UI-based games like Talystro, is essential to coordinate with the Audio Lead to make sure there are no redundancies when it comes to dense UI interactions in order to maintain clarity for the player.
This will also require a solid coordination with the Audio Tech Lead to make sure everything is optimized in terms of events management and internal logic.
Estimate Examples
Based on our last chat, we're estimating 4 to 5 months of a potential full time dev cycle.
Take these as estimates, since in order to precisely establish the dev cycle length (whether it is 3-4-5 or whatever months) would require a proper overview of the current state of the game.
We always make sure that we’re in for as long as it’s needed, not more, nor less, to make sure we meet our standards and the game gets the best audio possible.
Estimate examples #1 - 4 months cycle
| Per month | Total | Revenue share |
|---|---|---|
| 8K | 32K | negotiable |
| Per month | Total | Revenue share |
|---|---|---|
| 10K | 40K | none |
Estimate examples #2 - 5 months cycle
| Per month | Total | Revenue share |
|---|---|---|
| 8K | 40K | negotiable |
| Per month | Total | Revenue share |
|---|---|---|
| 10K | 50K | none |

