In this blog, we will be reflecting on the video game audio design of Mars Horizon, what we learned from that title, and what players can expect in terms of sound design from the sequel. This is also a great piece to learn more about video game audio design in general, if you’re wondering how to get a job in game sound design. We spoke to Auroch Digital’s Senior Audio Designer, Matt Walker (He/Him), as he has lead the game sound design on both Mars Horizon titles. ????
Our First Horizon – The Music of Mars Horizon 1
With Mars Horizon being our first giant leap into a dedicated space-based title, we were discovering things for the very first time, as Matt explains with his approach to the games sound design:
“In Mars Horizon, there wasn't huge scope to do much dynamically - much of the player’s time is spent within the Solar System as they look to branch their way through the ages and decades, advancing their pursuit of landing on Mars first.
“But to support this sense of progression as the player reaches a new era in space travel, they unlock a new layer to the vertically stacked music cues. This small system starts out very passive, almost independently a drone – but, by the time the player reaches the latter stages of the game, they'll [hopefully] not notice, but feel a greater sense of growth and layering as the supporting music cues are now awash with orchestral layers and textures that previously weren't there.”
“The Mars Horizon soundtrack is a digital orchestra, one that I believe is quite convincing. Many articulations can be worked and manipulated to suit a cue, but there's absolutely nothing wrong with taking advantage of the digital aspects of such a tool.
“One of the main takeaways from that development cycle are to never overlook UI (user interface) audio design - it's intrinsically vital to flow and player communication. The UI audio didn't see as much attention due to several factors, but it's an imbalance that won't be overlooked again.”
The Process Behind Recording
A game has so many audio cues, whether it be in the main menu, loading screen, or via the many interactions the player can make while playing the main part of the game. But what goes into creating these various sounds of a game? Matt shares some parts of his process for recording audio content for games:
“The 'process' of producing sound effects (SFX), ambiences and music cues etc for games can differ greatly from one project to the next. My process often riffs on playing a build of the game [or portion of it] as early as possible, and then continually with each subsequent update. All this early experience helps to inform the live decision making I'll be doing when I get to my digital audio workstation to progress work.
“Ultimately, any audio 'bed' in support of a screen or feature mustn't overstep its place in the mix, as the player will be making decisions and being communicated with via UI and other SFX. Ambiences will always have a skeleton of low, low-mid, mid, and high elements that make up the asset. These are mixed to suit any design behaviours that are to sit above it, without over-powering the player with unnecessary frequencies and additions.”
Feeling Inspired to Go Beyond the Horizon
With decades of sci-fi iconic sounds from video games and other forms of entertainment, what are some of the musical and sound influences behind Mars Horizon and for Matt Walker in general? As video game players, we all have our favourite soundtracks, but what are some of the scores that Matt looks to for inspiration? He says:
“For me, Mars Horizon's musical identity has always characterized the triumphs and risks undertaken by not only those in the cockpit, but more specifically those operating behind the curtain. It's about those skilled people and their families.
“With these ideas in mind, Kamen's 'Band of Brother's’ score and Chris Roe's suite of cues for 'Mission Control: Unsung Heroes of Apollo' were such huge influences. I listened to and studied those soundtracks relentlessly and fell head over heels for them both. Giacchino's 'Medal of Honor: Frontline' soundtrack has long been a personal favourite of mine with the tone of that soundtrack being woven into the extended Mars Horizon soundtrack especially.
“As for all other SFX and general audio direction, 'Surviving Mars' and 'Frostpunk' were drawn from to capture their 'working/moving parts' tone - such tremendous game audio design, and very satisfying to interact with.
“The Mars Horizon 2 audio design looks to build upon everything established in the previous game, but more specifically the Civilization titles and even as far as the more recent XCOM games both offer lovely reference points from which to draw inspiration.”
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The Sounds of Space - Mars Horizon 2 Ambience and Music Video
To tie in with the Sounds of Space blog, we have also released a one-hour ambient music video to unwind to. The video features the entire Mars Horizon soundtrack, from Matt Walker himself, as well as alpha footage from the Solar System in Mars Horizon 2.
Witness the rotation periods of many planets across the galaxy alongside the varied and atmospheric soundtrack from 2020’s Mars Horizon. If you wish to own a copy of the soundtrack, it can be purchased on Steam.
The video has been assembled to help viewers relax, study, or escape their day-to-day lives and spend some time getting lost among the stars. Witness breath-taking views of various planets in our Solar System, as well as asteroid belts and moons.
Mars Horizon saw players landing on the red planet but, in Mars Horizon 2, you will be going even further and exploring various planetary surfaces in the search for life. We hope this video helps to create a peaceful backdrop for your daily activities and gives you peace of mind.
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What Players Can Expect in 2025
With the news that Mars Horizon 2 will now release in 2025, players will have to wait a little longer before they explore the solar system and search for life. In the meantime, Matt has shared what players can anticipate from the game audio design:
“Players can expect a natural extension from the original Mars Horizon. The intention was never to deviate far from what is great about the original - only build upon it and perhaps iron out creases following that original development cycle. I really feel Mars Horizon 2 offers a more robust and varied player experience with regards to audio design, all offering and adding to a gameplay loop that is fun with a sense of feeling.
“Mechanically, the game audio design is more granular than before and I've been a part of its implementation right from the start, whereas during the original Mars Horizon my contributions were evolving.”
A huge thanks to Matt for sharing his experiences of game audio design and giving us a preview of what to expect in Mars Horizon 2: The Search for Life. If you wish to pick up a copy of the original Mars Horizon, it’s available on Steam, while the soundtrack for Mars Horizon is also available to purchase on Steam.
We’ll have more news to share on what players can expect in 2025 in the new year. We can’t wait to share more information with you all. Keep watching the skies! ✨