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The Story Behind the Music

Inkbound · Community Announcements · May 21, 2024

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*frantic guitar noises*

Oh hey there, Needless! Didn’t see you there. I’m Jordan Chin, audio guy for Inkbound. Let’s talk about the music, sound, and voiceover in our game.

Sonic Landscape



Very early in development, I worked closely with our writer, Brendan (Redbeard), to understand his high-level vision for the world. We spent some time sharing references and coming up with a few core pillars – rules about what should and shouldn’t be a part of Inkbound’s audio aesthetic. I usually find that by defining these creative boundaries from the start, it becomes a lot easier to write freely without straying too far from the mark. After that, you just throw ink at the well and see what sticks.

Here are those pillars:

Use of Musical Motif



From working on Monster Train, I knew that our players would latch onto a recurring musical motif. I got this very nerdy idea to create “bookend” motifs for Inkbound – a catchy melody or phrase that would be both the first and the last thing players heard – and plant them throughout the game loop. So for example, the central melody you hear in the menu reprises in the villain theme, the final boss fight, and the credits track. (I actually tried to Inception™ it into your minds as early as our announcement trailer). The “bookend” structure lends itself particularly well to roguelikes, where players might squeeze multiple runs into each session. Ideally, the setup and payoff of those musical motifs should happen multiple times each time you sit down to play. There are more motifs to be found, and even a nod to an older project of ours called Death’s Door, but I’ll let you discover those for yourselves.

Fully Voiced Cast



This was a tremendous opportunity that I feel fortunate to have been a part of. Each member of our cast brought something new and exciting to their characters, and I can’t speak highly enough about them. Check out the credits sequence for a full cast list. But before arriving at the decision to fully voice the game, there were two interesting (failed) iterations of our dialogue system that I think should be discussed:

Once we decided to fully voice the game, Brendan and I took the opportunity to expand on a principle that we first enforced during Monster Train: our voice actors are our collaborators. Aside from providing some artwork and character details, we gave them complete freedom to interpret their characters. We began every session by encouraging them to bring their own creativity to the table. Some of them would improvise radically different voices on the fly. Others would suggest line edits mid-session (all of which we took). Ultimately, the cast connected deeply with their respective characters, and helped to bring out something that we never would have achieved alone.

And that’s just about it! Inkbound is a game about the importance of stories. It ponders the threatening possibility of losing them, and it pushes players to think about their own. While my aim with the audio was to convey the weight of this very existential topic, I hope that it also leaves you with a little bit of the magic, wonder, and inspiration that I felt while making it.

Thanks for hanging out, and I’ll see you around the Atheneum!




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