Aragami Sound Asbjoern Andersen


Aragami is a beautifully cel-shaded ninja stealth game, and we were lucky enough to have a chance to talk to Two Feathers Studio’s Nicklas Hjertberg and Elvira Björkman, the team behind the game’s peaceful yet brutal sound design and music.


Written by Adriane Kuzminski, images courtesy of Lince Works and Two Feathers Studio





ARAGAMI: OUT OF THE SHADOWS Trailer (2016) PS4, PC


 

Hello Nicklas and Elvira, please introduce yourselves:

Hello! We are Nicklas Hjertberg and Elvira Björkman from Two Feathers where we make cool stuff, like writing music and creating sounds for video games!

 

Could you tell us a little about your studio Two Feathers? How did it come to be?

To start off, Two Feathers is our duo freelance company that focuses mainly on composing music for video games, as well as creating sound effects and audio implementation. We’ve been around for almost four years now and have been lucky enough to be part of some really cool projects, such as Angry Birds 2, Hammerwatch, several Toca Boca games and the newly released Aragami, which came out on October 4th.

We got the idea of making game music together and made a shared portfolio that we pitched to various studios and indie projects.

It all started when Elvira and I (Nicklas) met in 2012, where we both played in a metal band called Overworld (we both left the band 2015). We realised that we shared love for the same games from our childhoods, which mostly consisted of ’90s JRPGs (Final Fantasy 6 and 7, Chrono Trigger, Xenogears, etc.). One of the biggest aspects was the music from those games, which we could listen to repeatedly without ever getting tired of it. We both also studied different areas of game development with the same goal in mind, so naturally we got the idea of making game music together and made a shared portfolio that we pitched to various studios and indie projects. Around the end of 2012, Elvira got in contact with the people working on the game Hammerwatch and they asked us to pitch a demo for the game. So she called me up and we sent them three different songs, which led us to get our very first job!

 

So you landed your first gig, and now – several games later – your latest project Aragami has been released. Could you tell us a little about the game?

Aragami is a third-person stealth game where you play as an undead assassin who has the power to control the shadows. You’re summoned by a mysterious girl, Yamiko, who pleads you to rescue her from the army of light and exact revenge on those who imprisoned her. By discovering the fate that binds them together, you learn to control the powers of shadows, like teleporting, luring enemies into traps, and summoning beasts to devour them. What is cool about Aragami is that you can also decide how you would like to traverse the various levels. The game lets you sneak past all the enemies if you so choose, or go nuts and kill everyone on sight, or maybe a mix of both? It’s all up to the player!
 

Two Feathers Nicklas and Elvira

When did the audio and music production for Aragami begin, and how did you connect with the developer Lince Works?

We were browsing TigSource Forums on a snowy night in December 2013 looking for some cool projects and stumbled upon a game called Path of Shadows, which would later become Aragami. We thought it looked awesome and PM’d them to ask if they had someone working on audio for the game. They didn’t, so just like with Hammerwatch we pitched some demos to them. Come to think of it, we sent three demo pitches to them as well! Maybe that’s the magic number?

Anyways, they liked what we came up with and so we started working with them. Now in 2014, we mostly helped out with some music for various trailers and concept videos, since the game was so early in development. We didn’t really start implementing sound effects until early 2015. During that year, we mostly worked with sound. We had some pretty clear ideas of what to do with the music due to our year of concept work, but the actual writing didn’t really start until fall of 2015, which lasted until July of 2016.

 

The game has a very distinct style – artistically, musically and in its sound design. As a stealthy ninja game, it has many of the sounds you’d expect, but the brutal attacks are elegantly intertwined with the peaceful soundscape. Where did you find your inspiration for the sound design and how did you achieve this delicate balance in the mix?

It was quite an interesting challenge to work with a stealth game, since one of the biggest aspects of being a stealthy ninja is destroying your enemies without anyone noticing. So how does that translate to sound? When we first started to play around with creating all the audio for the assassinations, we tried to be pretty minimalistic – making it as quiet as possible. However, it didn’t feel good when performing those assassinations in-game. The feel of marvel wasn’t there, as well as the feel of the game element itself. Something got lost when trying to do it too “real” for Aragami.

So instead, we looked towards the opposite direction, using a lot of non-diegetic sounds (sound that only the player can hear that is outside the game world) when killing enemies: such as a subtle sound stinger when an enemy has fallen, over-the-top noises like the crunch of breaking a bone, lots of fleshy and bloody “splosh” sounds, and that iconic “ching”-sound you usually hear from swords in cartoons and Hollywood animations. These give the player a more satisfying kill event.

We made a palette of sorts of what we used in the various powers to make them feel connected

Lots of the sounds of Aragami and his various powers are usually a bit ethereal, like the ritualistic whispers when using the shadow brush, the welcoming shimmer when reaching a checkpoint, and the whooshing sound of the teleport. We focused a lot of time on baking together what the “Shadow Powers” and “Light Powers” meant in this world from a sound perspective, and we made a palette of sorts of what we used in the various powers to make them feel connected.

When we felt we nailed that idea, we decided we wanted a much more peaceful and contrasting atmosphere for the general ambience. A lot of the atmosphere is mimicked from walking around in the forests of Sweden where we live. During our concept stage we would walk around and just take in/record various forest ambiences, which felt very lonely especially during the winter when it’s too cold to be outside! That feeling of isolation and nature felt like a fitting part to incorporate when sneaking around the various woods and graveyards inside the game.


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • COMPATIBLE WITH ANY VIDEO SOFTWARE
    CRAFTED BY INDUSTRY PROFESSIONALS
    INSTANT DIGITAL DOWNLOAD
    100% ROYALTY FREE

    Introducing the Ultimate Sound FX Bundle – your all-in-one solution to level up your audio game! Say goodbye to wasting countless hours searching for the perfect sound effects, and hello to a seamless editing process that enhances your creativity.

    This bundle includes sound effects from different genres and subjects, so you’ll have everything you need right at your fingertips. Whether you’re working on a film, game, podcast, or music project, this bundle has got you covered.

    With the Ultimate Sound FX Bundle, you can speed up your workflow and take your creativity to new heights. Imagine having access to a vast library of high-quality sound effects that perfectly match your project’s needs, all in one place. No more time wasted on sifting through endless sound effect libraries – this bundle has it all.

    Don’t let sound effects be a pain point in your creative process any longer. Invest in the Ultimate Sound FX Bundle today and experience a smoother, more efficient workflow that unleashes your full creative potential.

    Image
    78 %
    OFF
  • User Interface (UI) Sound Effects Interactive Play Track 3917 sounds included, 225 mins total $120
    User Interface (UI) Sound Effects - get more than 3900+ sounds in the INTERACTIVE sound library

    Introducing ‘INTERACTIVE’ by Rock The Speakerbox: Your ultimate organic Game UI Sound Design Toolkit. Elevate your UI sound design with a comprehensive sound effects library crafted to meet the exacting demands of modern game development. ‘INTERACTIVE’ is a massive toolset designed to empower you with a diverse range of components for creating immersive, dynamic and organic sounding UI.

    Structured into three packages:

    Construction Kit (3151 Sounds):
    Unlock a world of possibilities with a massive set of generic components like clicks, whooshes, pops, and textures, alongside elaborate recordings for specific contextual needs such as coins, paper, medieval weapons and many more. Explore elemental textures like water, wood, stone, etc for added depth and a comprehensive arsenal of percussive and tonal instruments.

    Building Blocks (606 Sounds):
    Streamline your workflow with pre-designed sounds of basic UI components, including impacts, clicks, whooshes, specific contextual actions and textures (clattering coins, rustling paper, igniting fires, alchemical reactions, growing vegetation) plus tonal and musical feedback for different moods (positive, negative, rewarding, warning, triumphal, holy)

    Designed (160 Sounds):
    Choose from four sets of ready-to-use sounds tailored for the most common UI actions in different game styles (Casual, Dark, Medieval, Modern).

    Each of the four sets gives you following UI sounds:
    • Confirm
    • Select
    • Notification
    • Purchase
    • Open Menu
    • Back/Close Menu
    • Positive Light
    • Positive Heavy
    • Negative Light
    • Negative Heavy

    With 699 sound files, each offering more than 5 variations in average, ‘INTERACTIVE’ delivers a total of over 3900 sounds – ensuring that you’ll never run out of options to bring your creative vision to life. This library gives you everything you need to captivate your audience and create immersive UI soundscapes that truly resonate.

    20 %
    OFF
  • All files are recorded 32bit, 192 kHz, with Shure KSM137, 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.


    Recording John Deere 1065 1981 combine harvester


  • Game Audio Packs 8-Bit Legend Play Track 543 sounds included $50

    Awaken sound designer, your 8-Bit Legend is about to begin! 8-Bit Legend is a heroic SFX library of retro sounds made using the Gameboy’s sound chip. After countless battles, and leveling up we captured the nostalgic sounds of the 8-bit era.

    In a quest to compile the ultimate 8-bit SFX library we traveled back in time to study the scrolls of sound from the legendary Sonic Sages.

    Though filled with trials and tribulations we returned to the present with our spoils, a treasure trove of recorded sounds compiled into the epic tome: 8-Bit Legend!


Latest releases:

  • ‘Cartoon & Animation Vol 2’ by Cinematic Sound Design delivers the ultimate sound effects library tailored for your comedic creations, cartoons, games, and music productions. Dive into a realm of whimsical wonders with this curated collection of handcrafted sound effects, featuring an array of delightful cartoon pops, boings, jumps, crashes, impacts and a lot more.
    Crafted and captured using top-of-the-line outboard equipment including the ‘Sound Devices 702’ field recorder and Neumann KM184 microphones, each sound is processed through an Apogee Symphony AD/DA for unparalleled clarity, depth, and impact. Discover an array of truly unique SFX meticulously crafted to infuse your projects with personality and charm with a selection of zany boings, energetic jumps, clumsy falls, quirky snaps, lively runs and playful mallets.

    Product Details:

    • 121 Designed Cartoon SFX
    • 24-Bit/96kHz
    • 100% Royalty-Free

  • Unleash the full potential of your audio production with the Tool Bag Foley Sound Effects Library. Meticulously recorded with precision, this library offers an expansive collection of sounds straight from the tool shed. Whether you’re in film, television, game development, or theatre, these sounds will enhance your soundscapes and bring your scenes to life.

    29 %
    OFF
  • CRRRACK!!!

    Introducing “Wood Destruction” – a powerful sound library that brings the raw and intense sounds of wood breaking to your audio projects. This collection is designed to provide sound designers, filmmakers, and video professionals with an extensive range of wood destruction sounds. From small wooden objects to massive structures, every breaking sound is meticulously captured to deliver a sense of power and scale.

    The sounds in “Wood Destruction” are presented in a clean and isolated format, allowing for seamless integration into your projects without the need for extensive editing. Each sound is carefully labeled and categorized, making it easy to find the perfect wood destruction sound for your specific scene or sequence.

    From explosive demolition scenes to suspenseful moments of destruction, this library will be your ultimate resource for authentic and impactful wood destruction sound effects.

    26 %
    OFF
  • Environments & Ambiences Natural Water Streams Play Track 10 sounds included, 30 mins total $18

    This meticulously crafted sound effects library is an essential tool for professionals in film, game development, and audio production who seek authentic and high-quality water soundscapes.

    Recorded using high-quality equipment such as Zoom H4N, H1, and H6, these sounds offer unparalleled clarity and realism. Whether you’re creating serene nature scenes or designing complex audio environments, ‘Natural Water Streams’ provides a versatile range of water sound effects.

    28 %
    OFF
  • Industrial Ambiences Wind Turbines Inner Sounds Play Track 45 sounds included, 144 mins total $20

    Wind turbine rotations and motor movements recorded subterraneously, through wire fences, metal steps and the body of the turbine.

     The results are a selection of metallic movements, evolving eerie soundscapes, atmospheric hums, whines.

     Excellent design source and sound morphing material, eerie atmospheres and dystopian environments.

    https://www.youtube.com/watch?v=QSGOZXKJWbc

    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

    Sample Rate / Bit Rate : 192 kHz / 24 Bit

    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

    Microphone Configuration : Magnetic, Spike, Contact. ORTF and Centre Mic

    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

    FXNAME :  Abandoned Environment, Deserted Environment, Design Source, Dystopian, Eerie Atmosphere, Post Apocalypse, Sound Morph, Uninhabited, Wind Turbine

Need specific sound effects? Try a search below:


The contrast of the quiet and exciting parts is very satisfying, especially since the sound design doesn’t feel bland or weak, nor do you feel like you need to keep your finger on the volume button. The music is equally balanced – it is light on its feet, and even in the heavier sections, the melody is sprightly. Where did you find your inspiration for the music? Did your vision for the music change over the two years of development?

When starting, we listened to a lot of Japanese instruments and bought some Asian flutes, such as a Shakuhachi, to really figure out what kind of tone we wanted to have in the game. The world of Aragami itself is set in a fantasy world heavily inspired by feudal Japan and other Asian cultures, so we knew that we very much wanted an Asian tone to the music combined with our own backgrounds. Since we grew up when melodies were prominent in JRPGs, our own music tends to gravitate towards a direction like that. At the same time, we wanted a melancholic mood for the music to fit the visual style, and for the music to follow the story in the game rather than say, “I’m a cool ninja”. So with that, the music became more somber with leading melodies accompanying it.

In the early concept stage, we discussed different musical inspirations with the Lince Works team, both from what they had gathered and what we suggested. We ended up listening to a lot of different game soundtracks after that initial discussion, such as Journey, Dark Souls, Tenchu, Dishonored, and Shadow of the Colossus among others. We also listened to a lot of movie soundtracks, such as Hero, Crouching Tiger, Hidden Dragon and The Last Samurai along with traditional Japanese folk music. It gave us a nice palette of ideas that could potentially be brought over to Aragami. Though when we actually started composing the music, we tried to avoid listening to other soundtracks to not get too influenced by them and make sure that Aragami would get its own style and feel. We want the audience to think ‘This sounds like Aragami‘ in the end, though ideas regarding instrumental choices were most certainly brought over in some occasions. Also, the game’s visuals itself gave us inspiration due to its beautiful and Disney-esque cel-shaded look.

 

What was your workflow like? What tools did you use to implement the audio?

When writing the music as well as making the sounds, we used Logic Pro X. For all implementation of the audio we used the middleware Fabric.

We also had a lot of awesome people who helped record instruments for us. All the strings for example were recorded by the Videri String Quartet and most woodwinds were by Kristin Naigus to name a few.

We would go back to each song and together go through new ideas

Our workflow was quite simple, honestly. Both of us have the ability to create the audio and implement it inside the game. We also decided together who should do the music for each level. We divided the work between us and chose between two levels to work on, which was mostly decided by seeing which one of us had the most inspiration or ideas for the level. Then that person would start writing music drafts for it. Later, when the drafts were done and we were starting the music pre-production, we would go back to each song and together go through new ideas that might have popped up while working on other stuff, or perhaps ideas that came up when the other person was working on the draft. That way we could both work with ideas and arrangements on each song, even if you weren’t necessarily part of writing the draft in the beginning.

Also worth mentioning is that we both sit in the same studio, basically with two workplaces next to each other, so brainstorming ideas together is just an arm’s length away – or, of course, just the throw of a random object if they’re wearing headphones!

two-feathers-nicklas-elvira-2
 

Your teamwork is admirable and quite a rare gift! However, though you are both very compatible, game audio is never free of challenges. What was most difficult about working on Aragami?

It was mostly the time constraints and the ever-looming question if the game would actually ship combined with the limited resources the entire team had. All of us working on the game poured our hearts and souls into it, even though budgets were basically non-existent until the last year. Still, there was never really a question to NOT do it, since we all felt that the game had something special. But yeah, trying to have the entire soundscape working and audibly pleasing after the implementation, along with writing a 70-minute-long soundtrack, was challenging for the two of us. We would do it again in a heartbeat though!

 

Thank you very much for speaking with us! If the readers would like to learn more about the game, your studio, or follow your personal work, where can they go?

Thank you very much for having us! First off, you can find out more about the game on its website as well as on its Facebook page. The game is out now on both Steam and PSN. You can also find more of our work over on our website as well as on Facebook, Twitter and YouTube.

 

A big thank you to Nicklas Hjertberg and Elvira Björkman for sharing their insight and experiences from Aragami – and to Adriane Kuzminski for the interview!
 

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:

  • COMPATIBLE WITH ANY VIDEO SOFTWARE
    CRAFTED BY INDUSTRY PROFESSIONALS
    INSTANT DIGITAL DOWNLOAD
    100% ROYALTY FREE

    Introducing the Ultimate Sound FX Bundle – your all-in-one solution to level up your audio game! Say goodbye to wasting countless hours searching for the perfect sound effects, and hello to a seamless editing process that enhances your creativity.

    This bundle includes sound effects from different genres and subjects, so you’ll have everything you need right at your fingertips. Whether you’re working on a film, game, podcast, or music project, this bundle has got you covered.

    With the Ultimate Sound FX Bundle, you can speed up your workflow and take your creativity to new heights. Imagine having access to a vast library of high-quality sound effects that perfectly match your project’s needs, all in one place. No more time wasted on sifting through endless sound effect libraries – this bundle has it all.

    Don’t let sound effects be a pain point in your creative process any longer. Invest in the Ultimate Sound FX Bundle today and experience a smoother, more efficient workflow that unleashes your full creative potential.

    Image
    78 %
    OFF
  • All files are recorded 32bit, 192 kHz, with Shure KSM137, 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.


    Recording John Deere 1065 1981 combine harvester


  • Game Audio Packs 8-Bit Legend Play Track 543 sounds included $50

    Awaken sound designer, your 8-Bit Legend is about to begin! 8-Bit Legend is a heroic SFX library of retro sounds made using the Gameboy’s sound chip. After countless battles, and leveling up we captured the nostalgic sounds of the 8-bit era.

    In a quest to compile the ultimate 8-bit SFX library we traveled back in time to study the scrolls of sound from the legendary Sonic Sages.

    Though filled with trials and tribulations we returned to the present with our spoils, a treasure trove of recorded sounds compiled into the epic tome: 8-Bit Legend!

Explore the full, unique collection here

Latest sound effects libraries:
 
  • ‘Cartoon & Animation Vol 2’ by Cinematic Sound Design delivers the ultimate sound effects library tailored for your comedic creations, cartoons, games, and music productions. Dive into a realm of whimsical wonders with this curated collection of handcrafted sound effects, featuring an array of delightful cartoon pops, boings, jumps, crashes, impacts and a lot more.
    Crafted and captured using top-of-the-line outboard equipment including the ‘Sound Devices 702’ field recorder and Neumann KM184 microphones, each sound is processed through an Apogee Symphony AD/DA for unparalleled clarity, depth, and impact. Discover an array of truly unique SFX meticulously crafted to infuse your projects with personality and charm with a selection of zany boings, energetic jumps, clumsy falls, quirky snaps, lively runs and playful mallets.

    Product Details:

    • 121 Designed Cartoon SFX
    • 24-Bit/96kHz
    • 100% Royalty-Free

  • Unleash the full potential of your audio production with the Tool Bag Foley Sound Effects Library. Meticulously recorded with precision, this library offers an expansive collection of sounds straight from the tool shed. Whether you’re in film, television, game development, or theatre, these sounds will enhance your soundscapes and bring your scenes to life.

    29 %
    OFF
  • CRRRACK!!!

    Introducing “Wood Destruction” – a powerful sound library that brings the raw and intense sounds of wood breaking to your audio projects. This collection is designed to provide sound designers, filmmakers, and video professionals with an extensive range of wood destruction sounds. From small wooden objects to massive structures, every breaking sound is meticulously captured to deliver a sense of power and scale.

    The sounds in “Wood Destruction” are presented in a clean and isolated format, allowing for seamless integration into your projects without the need for extensive editing. Each sound is carefully labeled and categorized, making it easy to find the perfect wood destruction sound for your specific scene or sequence.

    From explosive demolition scenes to suspenseful moments of destruction, this library will be your ultimate resource for authentic and impactful wood destruction sound effects.

    26 %
    OFF
  • Environments & Ambiences Natural Water Streams Play Track 10 sounds included, 30 mins total $18

    This meticulously crafted sound effects library is an essential tool for professionals in film, game development, and audio production who seek authentic and high-quality water soundscapes.

    Recorded using high-quality equipment such as Zoom H4N, H1, and H6, these sounds offer unparalleled clarity and realism. Whether you’re creating serene nature scenes or designing complex audio environments, ‘Natural Water Streams’ provides a versatile range of water sound effects.

    28 %
    OFF
  • Industrial Ambiences Wind Turbines Inner Sounds Play Track 45 sounds included, 144 mins total $20

    Wind turbine rotations and motor movements recorded subterraneously, through wire fences, metal steps and the body of the turbine.

     The results are a selection of metallic movements, evolving eerie soundscapes, atmospheric hums, whines.

     Excellent design source and sound morphing material, eerie atmospheres and dystopian environments.

    https://www.youtube.com/watch?v=QSGOZXKJWbc

    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

    Sample Rate / Bit Rate : 192 kHz / 24 Bit

    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

    Microphone Configuration : Magnetic, Spike, Contact. ORTF and Centre Mic

    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

    FXNAME :  Abandoned Environment, Deserted Environment, Design Source, Dystopian, Eerie Atmosphere, Post Apocalypse, Sound Morph, Uninhabited, Wind Turbine


   

Leave a Reply

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

HTML tags are not allowed.