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Rootnote

For Rootnote we wanted to settle a playful and cozy atmosphere for its inhabitants. Each NPC owns their own typewriter voice to convey the feeling that they are really saying what is shown in the textbox. They are accompanied by their own theme track playing in the background to really elevate their different personalities.
Cutscene
For the cutscene we wanted to follow the dramatic curve we were given and tell the story of the forest with the sounds on display. Sap the protagonist is being awakened after a meteor shower to rebuild their damaged home.
The music conveys a certain peacefulness that is being interupted by low winds that hint that something bad is going to happen. After Sap is being called from the forest the Leitmotiv starts to play in order to settle the tone of the game.
Sound Design
Dialogue
UI/UX
Our UI sounds contain a mix of clean ear candy and tonal signals. We really wanted to make UI feel both satisfying to click and different actions to be memorable by sound.



World interactions
Music
Music system
The music system mostly takes places in one FMOD event. In this event every parameter that can change the music is integrated. We wanted the world to become as interactive and lively as it possibly can. Every major thing should change the music, from location changes to small achievements.
Cinematic viewpoints
We designed different tracking shots of our beautiful environment in order to give the player some time to take it all in. For each viewpoint there is a calming theme by which it is accompanied
Title Screen
Rootnote has its own way of casting magical abilities. With a magical flute the player is able to manipulate different objects in the world. For simplicity we decided to limit our mechanic to a sequence of three notes. Koji Kondo was a big inspiration for conceptionalizing the little themes for the different abilities.
Flute Feature
Implementation


We really wanted to implement every aspect of the environment. We created a spline system for the river sounds, added different material based sounds and convolution reverb based on the location of the player.
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