Finally Eggggg is live, worldwide!! We are so excited (and scared) to hear how you all like it. Please send us your feedback!
Just a couple more days to the iOS release!! And here is a new preview from the game. This is from level 15: The Last Stand:
We’ll be live on iOS October 20, and Android October 27!
Hi! My name is Bendik and I’ve been super lucky to be working on the sound design for this crazy platform game called Eggggg! I’d like to write a little bit about my thoughts behind the sound effects in the game.
Eggggg is a delightfully funny, weird game with a colorful art style. When I first started working out a sound style for the game, I wanted the sound effects to reflect this playful world. The game is obviously very humorous, so I wanted all the sounds to have a funny and quirky characteristic to them. The art style is consistent, so I also wanted to create a consistent sound style that matches the visuals. The sounds should all feel like they originate from the same world.
I had the idea of trying to create all the sounds with my mouth and voice, and limiting myself to this sound palette. I had a feeling this would both fit the visuals well and form a consistent style, and also force myself to get creative within the limitations. I wanted to see the range of different sounds I could make with my mouth, so I started recording a lot of source material, from pops to slurps to splats to squishes to… not-yet-named mouth sounds. Milk was consumed to keep my mouth from drying out. With exhausted mouth muscles, I went through the source material to see which sounds could fit where in the game. For the character voices and other specific sounds, I did more recording sessions as they came along.
The sounds were then, of course, processed with various audio effects like EQ, compressor and pitch shifting. Many sounds were also layered with other sounds to create new results. I also processed them all through a warm tape-type saturation, which helped glue things together. This smooths out the dynamics and high frequencies, and adds some character and punch to the mid frequencies.
For a few sounds, my mouth alone fell short, so I did have to add some non-mouth layers. For example the nugget pickup sound, which consists of a quirky “pop”-ish mouth layer, a layer of jewelery shaking, a layer of synth to add a melodic element, and a metal “ding”-layer.
When it comes to the overall mix, Eggggg is a game mainly designed for smartphones and tablets, which in turn means that small non-full-range speakers are the main listening experience. Therefore, making it sound good on these devices has been the main priority throughout the sound design process, and I’ve been continually testing the mix through such speakers.
That was the sound design process for Eggggg in a nutshell – there is, of course, a bit more to it, like for example the various techniques of implementing the sounds into the game, but that would be too much to go into detail here. Hit me up on www.bendik.audio / @superbendik on Twitter if you’d like to know more. I hope you enjoyed this little post, and I hope you will enjoy Eggggg as much as I’ve enjoyed making the sounds for it!
Today we released the first version of the game, only in Norway! So if you are one of us lucky vikings, you will get to be among the first to try it out. International release is set to October, so shouldn’t be too long for the rest of you either! ^__^
Also check out this brand new jetpack-vomit!
We’re working hard on getting more content and fun stuff in before launching, and here’s a compilation of new things we think you might like!
We have high expectations for Eggggg, but did not expect it to bring us to Helsinki to dine with the Norwegian royal family as well as the Finnish president. A bit surreal, but we really appreciated the opportunity to talk to them, as well as a handful of Norwegian ministers, and let everyone know how happy we are that the Norwegian government is serious about building up the game industry!
Our friends at DirtyBit even got to have the queen play their game Fun Run 2:
– Nå skulle jeg hatt barnebarna mine her, sier HM Dronningen som testet spillet Fun Run av norske Dirtybit sammen med den finske presidenten under næringsdelegasjonen i Finland. Dirtybit har 80 millioner globale brukere, ifølge markedssjef Anette Ståløy som demonstrerte spillet. Spill som eksportvare med stort potensial ble diskutert på seminar arrangert av Virke, nordmenn har mye å lære av finnene.