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Sound Design: Textures of Anxiety
Building the audio identity of a game where the threat is mostly off-screen.
Most of the danger in our game lives just outside the frame. That puts an unusual amount of weight on sound — players need to feel the proximity of something they can't see.
We're leaning hard on layered noise textures: a low rumble that breathes, mid-frequency hiss that flares on movement, and a barely-perceptible 4Hz pulse that mixes into the room tone when threat is escalating.
The 4Hz pulse came out of a research paper on dread response in horror cinema. We'll write that one up properly once we ship.