Asbjoern Andersen


Sound is important in a lot of games – but in ‘Three Monkeys’, it’s downright essential. The game is an interesting new audio-only title in development by Incus games, and I decided to have a talk with Jamin Smith from the team to find out more about the game and their approach to game audio:
 

Hi Jamin, please introduce yourself and Three Monkeys to the A Sound Effect readers:

Hi there, I’m Jamin Smith – director and writer on Three Monkeys; an audio game that looks to push the boundaries of what can be achieved with audio in games. In the game, you play Tobar, a blind hero whose lack of vision is his strength. In a world that has fallen victim to a terrible curse which has ripped the sun out of the sky, plunging it into darkness, you’ll journey into the Abyss to break the curse and save Byzantia.
 

Why did you decide to go for an audio-only game?

With a team of composers and sound engineers at the core of the team, we always wanted to explore the audio game genre, and see what boundaries we could push. While the concept started out as a simple call and response ninja game, the scope quickly grew to a fully-fledged audio RPG with an emphasis on characters, narrative and world.
 

How’s Three Monkeys different from other audio-only games out there?

A lot of audio games – knowing that they the player deprived of their primary sense – look to use scare tactics to create a horror experience.

They do this very well, we should add; there are some great games out there. However, with Three Monkeys we’re looking to empower the player; allow them to make the first move, to attack. Most audio games are also very linear and corridor-based.

With Three Monkeys, we’re looking to empower the player; allow them to make the first move, to attack.

We’re looking at creating a semi-open world game, with large zonal hubs that you can really take the time to explore. It’s fair to say it’s a very ambitious game, and we’re hoping it’s going to redefine what audio games can be.
 

What’s your approach to creating an immersive audio-only world? And what are some of the sonic components and layers in it?

The audio has to take on many roles that would usually be filled by visuals. This does present a danger as it has to be subtle and carefully compiled.

As you build up the sonic layers you really have to refine what’s in each layer to make sure you’re not blasting the player with information.

As you build up the sonic layers you really have to refine what’s in each layer to make sure you’re not blasting the player with information. When designing exclusively in audio layers everything can be classed as information but it generally falls into one of two categories; ‘What do I need to know’ and ‘What do I need to feel’.
It gets more complicated when it moves between the two so for example our navigational tools are what you might consider immersive background audio however this audio does still provide the player with information as they become more tuned to it. It is pretty much always there and sinks to the background but when you decide you need to know where to go, it provides you with the reference you need.

Throughout everything we’re doing, information and narrative (by that I mean the sequence of play rather than the narration) is at the forefront of our minds. This is why if we put something in and it’s not clear the purpose it serves the player, it probably shouldn’t be there.
 

Are you using any particular recording techniques?

We found that portraying really close narration and getting the drama out of it was a bit of a challenge. In the game Yoska is a Sprite that sits on your shoulder so this obviously posed an interesting challenge. We found that by getting the voice actor to act out the scenes in front of a binaural head, we could get across both close movement and proximity much more successfully. The bedding layer of all environments will also be recorded in suitable spaces – most likely using binaural microphones – although more recently we’re investigating whether the Soundfield microphone setup could be great for this.
In most however, a lot of sounds are recorded as sound effects, which are then placed in a binaural space so that we can allow more interaction with the player.
 

From a technical perspective, how are you implementing the sounds?

The game is being built in Unity and to build the prototype we literally just used the in built binaural processing! A lot of our initial ideas came from how sound can form a clear narrative. To test those ideas we didn’t need anything too advanced, but as we move forward we will need to be using something more substantial to ensure that we can make information and immersion clear. We’ll most likely be using WWise to implement the sounds and utilise some better binaural processing. We’re just A/B testing a few plugins such as the Astoundify plugins for the general binaural landscape.

In the game, we do have to account for the different objects, acoustics, proximity and texture, all of which require different techniques to ensure they smoothly move as the player does. Quite often we have found pretty creative audio options to provide a solution to a problem that initially thought we needed to fix within the code of gameplay design. This is where the input of Kevin Satisabal (a team member who is visually-impaired) has been invaluable. As an expert of sonic navigation in every day life, it’s amazing how many times we’ve found that there is a much simpler way to use audio if we truly learn to use audio as our information source rather than using what we expect to see as the basis for what sounds should be there.
 

When it comes to the sound design, what’s been the biggest challenge so far?

Purely from a sound design perspective it’s most likely been the careful spacing of frequencies/timbres. As we’ve mentioned, information is crucial to the player and we’ve found that careful selection of sound types when there are no visuals can make all the difference.

When putting audio/music to visuals, we immediately make connections between the two whether they were intended or not.

With audio-only, your brain still makes those connections but with ideas we already have in our head. This is both our most powerful and dangerous tool.

With audio-only, your brain still makes those connections but with ideas we already have in our head. This is both our most powerful and dangerous tool. If we do it well, we can help the player create a whole world unique to them but still retain the sense of progression.

If you allow the player to get too lost in their own ideas without enough guidance, there’s a risk that they’ll get lost within the progression too, which doesn’t make for a great game experience.
 

How far along in the development process are you?

We’ve built a tech demo, which we’ve shared at numerous games shows, but at the moment we’re seeking funding to develop the full game. The whole game is mapped out and scripted, we just need some cash in the bank to pay voice actors and the rest of our development team.
 

How can people help support development of the game?

Making noise about the game is a fantastic way to help us out. You can find us on Twitter @EnterByzantia and Facebook. If you were feeling really generous, you could also donate to the game’s Kickstarter campaign here

And to everybody that’s backed, supported or even taken an interest so far (including yourself) – huge thanks!

A big thanks to Jamin for sharing the details about their new game – and best of luck with their Kickstarter campaign. You can support their project here.

 

Please share this:


 



 
 
THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 255 spell sounds
    – Number of Audio Waves: 255
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 19:21

    40 %
    OFF
  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

    A focused collection of grenade foley, captured with precision using replica units. This library provides the essential, clean sounds of tactical handling, interaction, and impacts.

    Recorded at 96kHz/24-bit across various surfaces including steel plates, carpet, wood floorings, soil, and grass, this library offers variation for different environments. The recordings feature grenade shakes, surface impacts and rolls, pin pulls, spoon lever ejections, spoon drops, and tactical gear foley, all captured with Lewitt LCT 540 S and Shure SM7B.

    This is a practical toolkit for sound designers working in film, games, and other media, providing a tonal and versatile foundation for building realistic military action.

    50 %
    OFF
  • Door Sound Effects Locks & Doors Play Track 100 sounds included, 7 mins total $18

    This library gathers recordings captured with a contact microphone on various types of doors and locks. It includes wooden, metal, and plastic doors, as well as gates, residential doors, and office doors.

    The recordings highlight the internal mechanisms of locks: opening, closing, locking, unlocking, clicks, and latch movements. The collection also features isolated key handling and keychain sounds.

    The set provides detailed and usable sound material for sound design, post-production, or mechanical analysis.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • UI Interaction Elements by Cinematic Sound Design delivers a meticulously crafted sound effects library designed to enhance every click, swipe, tap, and notification in your user interface. This collection brings your apps, games, websites, and software to life, providing a rich auditory experience that makes every interaction feel responsive, intuitive, and satisfying.

    20 %
    OFF
  • Animal Sound Effects Forests and Mountains Play Track 96+ sounds included, 220 mins total $110

    Forest and Mountains features nature and wildlife sounds from California, Washington, and Oregon.  Included are a number of bird recordings and forest ambiences, along with some insects, winds, rivers, and rain.  

    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly in Southern California around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.


   

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.