Wwise Project

Hi again. Just thought I’d add another post; here’s a little bit more background on my role on the sound/music team for There And Back.

and don’t forget to drop by my profile.


Our game trailer is up!

Its almost time to let people finally play “There and Back” !

We are super excited and proud to show you a small trailer of our game, in this trailer you can see our three environments and our core mechanic, along with a peeks into a couple of our puzzles. Stay tuned to play the game real soon!

We are almost done!

Hello everyone! We are super excited to show you some screen shots from our final build. As we reach the final stages of production and are getting ready to launch our game, we really wanted to show you the environments and all the blood,sweat and tears put in this project. Check out the slideshow and let us know what you think!



Hey there! Oscar here. We are very excited to show you the logo for our game. After several iterations and some photoshop we came up with a logo that shows in a stylized way what our game is about.

there and back logo

again, thanks for reading!


Hi, Bryce Raffle here.  As this is my first post, I would like to take a moment to introduce myself and the rest of the Sound Design team behind There And Back.

Bryce Raffle – Sound Design Lead, Backgrounds/Ambiences, Foley, Lead Composer
Dan Ayers – Dialogue Recordist/Editor, Creatures, Composer
Jim Marino – Sound Effects, Foley
Morgan Greenwood – Special Effects Sounds, User Interface Sounds

Over the past month, we have been using whatever spare time we can find to bring our audio vision to life.  We have been striving to ensure that we evoke the same eerie mood as the wonderful artwork provided by the game designers, with a definite bend towards keeping it lively, dramatic, and fun.

The process of creating audio assets for a game is a lot different from working on sounds for a film.  While films are a linear form of storytelling, video games are a bit looser in structure; how the audio plays out depends on the player’s actions.  What this means for us is we need to put together a lot of variations for each sound you hear in the game.

The same applies for music.  The idea was to make the music as interactive as possible, using a ton of different layers all in the same tempo that can play out with randomization so that it plays a little bit different each time.

We also wanted to make sure that the music for each level suited the mood of the environment perfectly. For the cavern, we created a slow-paced ambience with drippy-sounding synths and processed dobro guitars; the song comes to a climax with a creepy tribal drumbeat.

For the Cathedral, I used a ton of choir vocals layered with ominous pads and strings. For the lead vocals, I recorded Nathan Willis performing Gregorian chants. I also recorded and sampled a music box and used it to play a new and slightly out-of-tune melody. I contributed some of my own vocals to the eerie piece, and added a trippy electronic drum layer to the mix.

For the clock tower, I sampled clock ticking, metal clangs, and other machinery to create a sort of clockwork percussion, while Dan Ayers composed the score.  We arranged the song in two sections, one slow-paced, the other double-time, to create a real sense of panic for the climax of the game.  A dramatic transition segues from the slow-paced intro to the fast-paced conclusion.

For the game’s main menu, I used elements from each level and composed a creepy yet strangely quirky score.  It has a circus-like style that is meant to invoke a sense of the surreal and fantastical mood of the game.  And finally, the game’s pause menu, is an interlude that uses randomization to ensure it plays out differently each time you pause the game.

And now, without further adieu, a sneak peak at the music of There And Back.

The Artifact

Hi again! this is Oscar, artist in There & Back.

For the past couple of weeks we been working hard on making assets for the game. and for the first time we are ready to show some models for the Relic, collectibles and some other objects that will be populating our world.

The process of making assets for a game is long and takes a lot of thought. First off, it starts as an idea. The whole team pitches in different concepts for what should be in the game and how it should be used. The second stage is doing a bunch of concepts, and presenting them to the team. Ideas here bounce of people and we end up with an idea of what we need. After that, is modeling time.

some objects that made it into the game.

After working on objects and different textures, we finally came to an agreement on how they should look and feel inside the game.

Now comes one of the pivotal points in our game; The artifact.  This special item found in the world of the shadows will allow the player to move back and forth from his position, and a mirrored image of himself on the world. This main mechanic needed a visually strong object, and since its going to be on the screen at all times, we needed something that stands out.

So we started with some doodles that turned out to be the base to our concept art, and we moved them into zbrush, just rough models that would maybe turn into our final object.

Concept 1

concepts 2

As you can see, we went with a base crystal and just put some decorations into it. Because of different reasons, we didn’t feel totally comfortable with these concepts. So they were scrapped and we started working on something different.

While searching the internet for inspiration and looking at different artists, I saw an engraving made by a zbrush artist that looked like a Mayan glyph. This came to me as a good idea and the inspiration for our artifact. It was mysterious and ancient. So I worked on some art that would depict this image.

Engraving concept for the artifact

After that, it became pretty clear to me what we needed to do for the artifact, and after some hours of Zbrush and Maya, the artifact was ready to go into the game.

final pass of the artifact

Using the same style, the collectibles for our game or “coins” were easy to make.

Looking back at the process of making this object, I think it came to a good final product. It looks great inside the game engine and the new aspect of the overall project feels more fit to the world.

Thanks again for reading!


There and Back Gameplay Demo


Sorry for the absence of info. We’ve been pushing through milestone deadlines. Regardless, that’s no excuse to keep you guys in the dark! (pun intended)

Back on topic, we have a gameplay video available. This showcases basic movement such as running and jumping. We also wanted to show the interact ability used on pushable boulders and how they are used in puzzles for the initial levels.

Thinks to keep in mind:

– We have not introduced our core mechanic in this demonstration
– We know there are missing animations such as push/pull
– We know there is/may be no audio present
– Collision on the boulders needs to be fine-tuned
– The video quality is definitely not up to our standards.

Those items aside, any feedback/feelings/criticism is welcome. Thanks for reading!