ashellinthepit.com
#gameaudio
#gametrailers
made fish.game
70+ titles
Big Walk, FNAF, Pacific Drive, Little Kitty Big City, Untitled Goose Game, Chicory, Sneaky Sasquatch, Rogue Legacy, @smartereveryday
👋 Got a game that needs sound? We're an employee-first studio behind the audio on 70+ shipped titles, and we're currently open to new projects. Check out our reel and give us a shout at ohhello@ashellinthepit.com if you want to collaborate! 🐙🎮👂
ashellinthepit.com#GameAudio#GameDev
💥FEB 17!!!💥 Can't wait for you all to hear our work when Among Us Story: On Guard drops! But for now... enjoy this snazzy jazz track and smattering of sounds in the trailer🎷
🗓️ AMONG US STORY: ON GUARD RELEASES FEBRUARY 17, 2027!
🔎 live life as Guard in this dangerous narrative adventure
🔎 prove your innocence before the Impostor gets to the rest of the crew... and you.
wishlist on Steam to be notified when the simulation begins 🥳
If you're wondering if we're on sale for the Steam Autumn sale, yes...yes we are!
As well as the bundle of our studio's other games like Wandersong and Chicory!! I'm overwhelmingly positive that you'll enjoy them... 😏
Grave Seasons launches March 9, 2027! 🪦🌾
Mark your calendars and prepare for the horrors - coming to Steam (PC), Xbox Series X|S, PS5 & Nintendo Switch 1
Read more about our new official launch date and see how far Ashenridge has come in this devlog!
store.steampowered.com/news/app/325...
The most wholesome game with a body count arrives on March 9. Grave Seasons, the cozy horror farming sim from @perfectgarbage.bsky.social, will be the next fixation you tend to. Available on PC and consoles March 9. 🌾
This is why @emaudible.bsky.social recorded the ambiences using a quad setup! (We went with the standard and then got rid of one of the channels in the edit). She built this contraption using antennas so that it would be portable and easy to hike around with!
#BigWalk#gamedev#gameaudio#indiegame
How did we implement the ambiences for Big Walk? @nicholaszhangaudio.bsky.social manually drew poly lines for all the different biomes and rivers, and built tools to detect shorelines and scatter positions. Most of it is done before the game even runs, and then we just blend between stored values!
How did we implement the ambiences for Big Walk? @nicholaszhangaudio.bsky.social manually drew poly lines for all the different biomes and rivers, and built tools to detect shorelines and scatter positions. Most of it is done before the game even runs, and then we just blend between stored values!
Each biome is represented by 3 mono emitters that surround you as move into the area and merge into one as you move away. Doing it this way rather than just using stereo sounds allowed us to keep the directionality of the ambience, and we can also partially occlude some of them as needed.
The bird sounds in Big Walk are also "synchronized" across the network so all players are hearing the same birds coming from the same spots! We achieved this by determining in advance when and where they're playing throughout the day night cycle based on the biome and vegetation.
#BigWalk#gamedev
Thank you to our Gold Sponsor @ashellinthepit.com!
A Shell in the Pit is an employee-first audio and trailer production studio--born from a Full Indie event! Known for their whimsical sound design, the team has contributed to 60+ games, including Big Walk & Night in the Woods.
🔗 ashellinthepit.com
A Shell in the Pit is going to Tokyo Game Show 2026! ✈️
Joey Van Alten will be on the ground to chat all things game audio & indie games (Among Us Story: On Guard, Pacific Drive, Rogue Legacy 2, & more!)
👋He'll be there from Sept 17 to Sept 21, come say hi!
#TGS2026#indiegames#gamedev#gameaudio
On this week's episode, @alanahpearce.bsky.social
& @mikebithell.bsky.social sat down with @emaudible.bsky.social to talk about the sound/foley design in @househouse.com's truly excellent BIG WALK.
Turns out: dog toys, big rocks, and giant cider bottles.
youtu.be/Tp1Dt04c34E?...
Sometimes it's the little things that really go a long way 🐦 @nicholaszhangaudio.bsky.social talks about how ambient scatters (like birds, frogs, and other critters) are meticulously placed and synchronized across networks for Big Walk
#BigWalk#GameAudio
📣 If you had fun watching the Behind the Sound of Big Walk stream and want to see more, we have a buuunch of other videos from other games and other team members that you can watch in our Game Audio Deep Dives playlist!
www.youtube.com/playlist?lis...
Thank you for joining us for the stream yesterday 😊 We're so grateful for all the questions that came in and are genuinely touched by the excitement over all the little things that have to do with audio
In case you missed it, you can watch the VOD here:
youtu.be/xW3a0gp0Ngc
Learn how to apply permaculture concepts to studio sustainability in last year's Full Indie Summit talk from @asitp-gord.bsky.social!
Gordon McGladdery is the founder of A Shell in the Pit, the team behind the sound of many titles, such as Big Walk, Chicory, and more 🎵
📺 youtu.be/St6FhII1zEk
People keep commenting on this on instagram to let us know that you can also rub your hand on glass and it makes a squeak 😂 Funny how much that one little detail is getting noticed.. but sound has so much influence in making games feel like real life! Give your sound designers the freedom to do this
Here are something things we will discuss in our stream in about 24h! Squeaks! Foley! Vocal Effects! Ambiences! Stretchy stretchy sounds. Come and ask us about anything else 🤓
www.twitch.tv/ashellinthep...
Thank you for joining us for the stream yesterday 😊 We're so grateful for all the questions that came in and are genuinely touched by the excitement over all the little things that have to do with audio
In case you missed it, you can watch the VOD here:
youtu.be/xW3a0gp0Ngc
And we are live with our Behind the Sound stream of Big Walk! Come guess what objects we used to record these things 🤓 www.twitch.tv/ashellinthep...#BehindtheSound#GameAudio#BigWalk
And we are live with our Behind the Sound stream of Big Walk! Come guess what objects we used to record these things 🤓 www.twitch.tv/ashellinthep...#BehindtheSound#GameAudio#BigWalk
Keep your ears perked for a Behind the Sound of Big Walk stream!!!
🔴🟡🔵
@emaudible.bsky.social & @nicholaszhangaudio.bsky.social will be walkin' and talkin' about their audio journey in development with @househouse.com and answering YOUR questions live!
Aug 21 @ 3pm PST at twitch.tv/ashellinthepittv
Keep your ears perked for a Behind the Sound of Big Walk stream!!!
🔴🟡🔵
@emaudible.bsky.social & @nicholaszhangaudio.bsky.social will be walkin' and talkin' about their audio journey in development with @househouse.com and answering YOUR questions live!
Aug 21 @ 3pm PST at twitch.tv/ashellinthepittv
Here are something things we will discuss in our stream in about 24h! Squeaks! Foley! Vocal Effects! Ambiences! Stretchy stretchy sounds. Come and ask us about anything else 🤓
www.twitch.tv/ashellinthep...
Keep your ears perked for a Behind the Sound of Big Walk stream!!!
🔴🟡🔵
@emaudible.bsky.social & @nicholaszhangaudio.bsky.social will be walkin' and talkin' about their audio journey in development with @househouse.com and answering YOUR questions live!
Aug 21 @ 3pm PST at twitch.tv/ashellinthepittv
It has been super cool to work on this project alongside @cjsaudio.bsky.social, Joey and the devs. It's a blast to play the game, literally since yo get to shoot and destroy som much stuff 😂 Go check it out!
BRIGADOR KILLERS EARLY ACCESS IS HERE!!!!! So. Many. Guns. So. Many. Explosions. 💥💥💥 Seriously though, we lost count for how many guns we designed, yet every single one still feels like its own unique weapon.
🔥😈🔥
Come bask in the chaos and make some very loud choices (we certainly did)
We're back from Busan Indie Connect and can't wait to visit again! @andmedpin.bsky.social & @siyeonsound.bsky.social got the chance to play sooo many wonderful games on the show floor and nerd out with the talented devs behind the magic of it all 🪄🎮 #BIC2026#indiegames#gamedev#gameaudio
As sound designers, it was inspiring to learn about how different teams dream up their unique style of game audio and music 🤩 We also got to check out this super cool oscilloscope at @kotgeastroworks.bsky.social's Pilot 6174: Orbital Survival table! A neon bridge between tech, art, and creativity 💚📈
BEASTIEBALL MAJOR UPDATE TODAY!
✅ Trading
✅ New Area
✅ New Music
✅ New side content
✅ More animated Beasties
To celebrate, we’re on today’s Steam Daily deal for 20% off! store.steampowered.com/app/1864950/Beastieball/
We've been working on Cuttle for ~10 years, first on Fantastic Contraption (2016) when the 3rd party binaural plugin/middleware/platform integrations were in acquisition & deprecation chaos; rolling our own was the only solution. The first iteration was made by Maris Tammik & was called "Moona".
No middleware! Big Walk's sound is implemented using our custom tool-set @nicholaszhangaudio.bsky.social made himself, called Cuttle.
We use it often so check it out if you're interested! 😉 ashellinthepit.com/content/cutt...
We're excited to be participating in the Summer of Screams event put together by our friends at Gun interactive 👁️
Grab the Whispers Edition of Pacific Drive for 60% off now: store.steampowered.com/app/1458140/...
I really loved the sound of the stage speakers echoing off the canyon.
Were the game's effects done with Unity's programmable audio filters? I remember those helped a lot with per-emitter effects not commonly seen in games. Or is it using middleware?
In Big Walk the environment can affect your voice in many different ways! All of this incredible technical work is thanks to @nicholaszhangaudio.bsky.social, who created entire systems from scratch for occlusion, dynamic reverb, echoes, the radio and megaphone, soundproofing, and lots more. 👂🤓
In Big Walk the environment can affect your voice in many different ways! All of this incredible technical work is thanks to @nicholaszhangaudio.bsky.social, who created entire systems from scratch for occlusion, dynamic reverb, echoes, the radio and megaphone, soundproofing, and lots more. 👂🤓
Day 2 at BIC! Still failing to adjust to the time difference 💤 and time is flying by! So many fun things along the way! 👾 If you see me in this T-shirt tomorrow, please come say hi! Haha
#indiegames#gamedev#gameaudio#BIC2026
In Big Walk the environment can affect your voice in many different ways! All of this incredible technical work is thanks to @nicholaszhangaudio.bsky.social, who created entire systems from scratch for occlusion, dynamic reverb, echoes, the radio and megaphone, soundproofing, and lots more. 👂🤓
IMHO lots of the technical audio @nicholaszhangaudio.bsky.social did for Big Walk is nothing short of revolutionary (with endless thanks to @househouse.com for the freedom). I'm sure we'll be talking more about it soon!
Big Walk is out today! We've been SO lucky to get to work with @househouse.com on it, what an incredibly special experience.
Here are some of @emaudible.bsky.social and @nicholaszhangaudio.bsky.social highlights that came up in one of our play tests, on working on the sound for the last 5 years 🔴🟡🔵