Train Conductor World

posted Sep 15, 2020, 11:30 PM by Matt Schenkel   [ updated May 17, 2021, 8:45 PM ]

Train Conductor World - Master the Chaos!
We've been working with The Voxel Agents, Aussie legends behind The Gardens Between and Puzzle Retreat, to refresh their already popular mobile game Train Conductor World!

Train Conductor World is a colourful mobile game that's packed full of charm.

The Voxel Agents have just released a big update to this game, with new gameplay and Quality of Life features, as well as some new sounds from us! 

We've enjoyed jumping into their project and seeing how their existing audio is set up, as well as implementing our own, of course.

If you're already a fan of Train Conductor World, then you're going to love Version 18.0 and beyond with its new features and audio. Now is the perfect time to get stuck into this game once more to enjoy all its bells and whistles!

Download and play Train Conductor World for free on Google Play and the App Store


Elden: Path of the Forgotten - Now available on PC & Switch

posted Aug 6, 2020, 5:39 AM by Matt Schenkel   [ updated Jan 24, 2021, 1:16 PM ]

It's here. After years in development, Elden: Path of the Forgotten is now available on Steam and on the Nintendo Switch store!

Elden: Path of the Forgotten is a medieval RPG with roots in eldritch horror. Elden explores storytelling through non-traditional, indirect methods — like reading an illustrated book in a language you don’t understand. The combat is based on reaction, not action, you need to manage your stamina and position while waiting for the perfect time to strike or alternatively master the art of parries. Visually inspired by classic 16 and 8 bit games, Elden: Path of the Forgotten is a stunning, encapsulating, dark world waiting to be explored.

Check out our latest Release Announcement Trailer here, which we had the pleasure of editing the atmosphere for.

Elden is published by Another Indie, and joins their catalogue of titles including Lost CastleYuppie Psycho, and SINNER: Sacrifice for Redemption.

We've been working with Onerat Games for some time now as this Melbourne-based developer puts together their debut title in the form of a retro-inspired medieval RPG. Elden: PotF is full of classic Lovecraftian cosmic horror themes, 16-bit visuals, and a dense, brooding soundtrack. It is not one to miss.

In addition to putting the final sonic touches on the trailers and cutscenes, you can also hear some of our work scattered around the world in Elden during gameplay. This is another deeply fleshed-out title that draws you in and is best experienced with headphones.

We connected with Dylan J Walker early on during the game's development, and have seen it grow over the last few years. Shortly after Elden was picked up by publisher Another Indie, we had the pleasure of editing & mixing the sound for the game's Announcement Trailer. Check it out here.

Elden is already getting positive coverage and reviews.

"The story unfolds through the environment, and I instead found myself taking story cues from the buildings, monsters, and scenery that I encountered. This, together with the ghostly soundtrack and the visually stunning world the game is set in, makes for a strange but engrossing gaming experience."

"Walker has created a world that’s equally as eerie as it is enchanting, and the game goes a lot deeper than its combat system. With its fascinating world, great use of non-verbal storytelling and immersive soundtrack, Elden: Path of the Forgotten is one indie gem that shouldn’t be missed by anyone with a soft spot for fantasy and pixel graphics."

Read the full review on Checkpoint Gaming

You can find Elden: Path of the Forgotten on Steam or on the Nintendo Switch store!

Shape Arcade

posted May 11, 2020, 3:19 AM by Matt Schenkel   [ updated May 11, 2020, 3:24 AM ]

It's been some time since we've given you an update.

In the lead-up to GDC in March, we were working with Campervan Games on a vertical slice of their upcoming title, Shape Arcade.

"Shape Arcade is a neon-infused love letter to the early arcade era with ease of use and accessibility in mind. Built inside a custom tabletop arcade cabinet that reacts to how you play! Using two dials, players match falling shapes in progressively more difficult levels. Can you match the most?"

Watch the brand-new trailer below

Leading up to a playable demo at GDC in March this year, we created a dynamic audio system that reacts to the player's performance and progress. This system makes the game incredibly replayable. You'll never hear the same version of the game twice!

Shape Arcade is a game that wants to be played loud. The better you do in a game, the more intense the music and sound get. We love the feeling when you're doing really well and the whole soundtrack is pumping. Shape Arcade is a game that's easy to pick up but not so easy to master. We want the soundtrack to empower you when you're playing.

Of course, the key to a stellar soundtrack is music from talented musicians. We've been working with Monster Mansion and Aaron C Edwards to bring this demo of Shape Arcade to life.

A brand new Shape Arcade cabinet was scheduled to be playable at GDC 2020. Keep an eye on our Facebook page for news about the next event that Shape Arcade will be at.

Shape Arcade will ultimately be coming to mobile.
More info on shapearcade.com

Nom Nom Apocalypse Release Date Trailer

posted Jan 15, 2020, 6:56 PM by Matt Schenkel   [ updated Jan 15, 2020, 6:59 PM ]

Fun news! Our friends over at Deadleaf Games have just dropped a killer trailer announcing the release date for their top-down roguelite Nom Nom Apocalypse!

Nom Nom Apocalypse is a top down shooter roguelite set in a post-apocalyptic city plagued by mutant food monstrosities. Shoot! dodge and OUTLAST the plague of greasy beasts and candy creatures that lurk around every unknown corner.

We had the pleasure of designing some sound effects for the cinematic parts of this trailer, as well as giving it an overall mix.

This trailer wouldn't be as epic as it is without the amazing music by Monster Mansion. Jacob's music makes this game feel just like a monster flick from yesteryear.

We worked with Trave of Atomizer Games as he stitched this trailer together.

Get ready to join the food fight on Feb 13 by wishlisting Nom Nom Apocalypse on Steam

Global Game Jam 2020

posted Jan 8, 2020, 6:43 PM by Matt Schenkel   [ updated Jan 8, 2020, 9:42 PM ]

As we sail through January, it is once again almost time for Global Game Jam (GGJ). I (Matt) jammed it out in Melbourne the last two years and had a load of fun each time, creating music and SFX for any game that came my way.

In fact, the game my team made during GGJ 2019, Terrarium, ended up on the SZS 2019 ShowreelYou can read more about my experience at GGJ 2019 here, and 2018's jam in this post.

This year, unfortunately, Sub-Zero Sound won't be able to attend. Because of this, we want to instead help someone else who is interested in attending GGJ 2020, but may not be able to afford it or may not have considered it.

We have donated a pass for anyone interested in jamming and giving game audio a crack! If you're interested in game audio but have no titles under your belt, or cannot afford a ticket, please fill in your details in the Google Form here before January 19th for a chance of a free ticket!

Melbourne's GGJ is an incredibly welcoming space and makes for a wholesome weekend. Diverse applicants are encouraged to apply!

Melbourne GGJ20 by Simon Boxer
Melbourne GGJ20 artwork by Simon Boxer

GDC 2020

posted Jan 4, 2020, 6:35 PM by Matt Schenkel   [ updated Jan 4, 2020, 6:44 PM ]

It's the new year, and we're pleased to say that we will once again be at GDC in 2020. This March Matt will be back in San Francisco for the conference.

This opportunity is made possible thanks to Film Victoria, who every year send a contingent of talented Melbourne-based games creators to the overseas conference.

We have been woking on some exciting projects over the last 12 months since last year's GDC, and we're looking forward to being involved with even more this coming year.

We'd love to sit down and chat with game developers of all genres.  If you are making something you're passionate about and want to bring it to life with hand-crafted audio, or if you're unsure how to approach audio, we would love to chat with you and offer some solutions.

Coming in from out of town like us? Local to the East Coast and want to meet some Aussies? Get in touch to set up a casual meeting with us.

We're on Apple Arcade - UFO on Tape: First Contact

posted Nov 8, 2019, 11:27 PM by Matt Schenkel

UFO on Tape: First Contact, a Melbourne-made game we have been creating some audio for, launched on Apple Arcade last Friday alongside 5 other indie titlesUFO on Tape is actually the 100th game to launch on Apple's game streaming service

We're glad to be joining the pool of talented Aussie and international indies who are already on Apple Arcade.

From Melbourne-based studio Revolutionary ConceptsFirst Contact is the highly anticipated sequel to the multi-award winning 2010 iOS classic UFO on TapeWatch some gameplay of the original game on YouTube

We have been working with Revolutionary Concepts to bring the world in First Contact to life. The UFO takes center-stage, but in its absence you'll find the atmosphere haunting, leaving you anticipating when and where it will show up next. Simultaneously, there's a lot of humour in this game, particularly in the dialogue. It's been a lot of fun working with this title. Keep your eyes on this one as there will be more updates on the way.

"UFO on Tape: First Contact, developed by Revolutionary Concepts, sends players off in search of capturing evidence of extra terrestrial life. It’s a sequel to the 2010 App store game UFO on Tape, and sends players from countrysides to cities in an attempt to capture video evidence of aliens or UFOs." 
- Austen Goslin, Polygon

Read more about the games that launched on Friday in the following write-ups from CNETTouchArcade, and Polygon.

Stuck in a Football

posted Oct 25, 2019, 10:30 PM by Matt Schenkel   [ updated Oct 26, 2019, 4:55 PM ]

Matt here with another Pitters sketch for you.
From the same team that brought you Six Feet Under Par, and Crossing, now comes Stuck in a Football!

Stuck in a Football is about exactly what it sounds like.

It's always fun working with the Pitters team on these shorts. They're the sort of projects that I still find hilarious after a dozen watches.

If you enjoyed this one, make sure to check out some of the other videos on the channel.

PAX AUS 2019

posted Oct 15, 2019, 4:13 PM by Matt Schenkel   [ updated May 5, 2021, 5:58 AM ]

Wow, what a week!

We just returned to Earth after a long Melbourne International Games Week, beginning with High Score, and with PAX AUS finishing it off at the end.

We spent PAX with our talented friends in the PAX Rising end of the show floor. PAX Rising brings together dozens of Australian and Kiwi indies to show off their original titles to the public, often for the first time.

Over the weekend we were assisting Onerat Games with demoing Elden: Path of the Forgotten to the public. Elden is a medieval eldritch fantasy game, focusing on storytelling through non-traditional, indirect methods - like reading a book in a language you don't understand, but with pictures.

This will be Elden's last PAX Aus before its release, as it is scheduled to drop in Q1 2020 to all major platforms. You can wishlist Elden: Path of the Forgotten on Steam

While demoing Elden: Path of the Forgotten, Matt spoke with Simon from Take My Tone about the sound design for the upcoming title. Take My Tone is a weekly music podcast that typically talks about a couple of different artists with a guest. 

"When 2 people swap songs... Will opposites attract or react?"

This special episode focused on several indie games on the Pax Rising showfloor, and featured interviews with the sound designers and/or musicians behind them.

Matt's interview is at the end of the episode, and covers topics such as sound direction for Elden, Matt's style, and other interesting pieces of information on the game.
You can listen to the full episode on Spotify here

Dead Static Drive was also at PAX AUS in the PAX Rising section, and was a crowd favourite as always! Now featuring some super cool audio thanks to the work of Trevor Dikes and Sub-Zero Sound, Dead Static Drive had a crowd gathered around the booth all weekend.

Grab your bat, steal a car, and take your chances against the unearthly horrors found along Route 666. Your family needs you alive.

Giving back to this community is something we will always value. We spent a bit of time at this PAX AUS helping other Aussie indies show off their games. 

Check out The Black Widow, by FLUX, which won Best Narrative at this years Australian Game Developer Awards. This is a super unique game, and quite educational in terms of 19th Century Australian History.

We also helped out Mighty Games to demo their upcoming VR title, Shooty Skies Overdrive! This was a lot of fun. For fans of the original Shooty Skies, this VR version was a hoot, and felt amazing to play. 

We can't wait for next year's Melbourne International Games Week, and PAX AUS! Until then, watch this space.


posted Oct 3, 2019, 7:44 PM by Matt Schenkel   [ updated Oct 3, 2019, 7:59 PM ]

You may have seen some posts of ours on Twitter about this one, but in case you haven't..

We're pleased to say that we've been working with Metanaut on their physics-based VR puzzle game Gadgeteer!

Metanaut are a Canadian studio based in Vancouver and are a part of the Creative Export Canada (CEC) program. 

We have been applying our sonic touch to some new features in lead up to this Oculus Quest launch. You will be able to hear our work in one of the next updates.

Gadgeteer has a beautiful visual aesthetic that blends reality and science fiction. It's been a lot of fun designing SFX that fits with this style, and is still uniquely ours.

In the meantime, check out Gadgeteer's Early Access Trailer, which will give you a good idea of what the game looks and sounds like.

1-10 of 35