GAME AUDIO · SOUND DESIGN · MUSIC

POND SCUM:
A GOTHIC SWAMP TALE

ROLE

Sound Design & Music

DEVELOPER

Universal Weebs Unlimited

ENGINE

Unity

RECOGNITION

AGDA 2024 Finalist

01

Overview

Original sound design and music created for the strange, gothic world of Pond Scum.

I created the game's sound effects using a combination of synthesis, processing and original organic recordings.

The sound palette was built around the game's creatures, movement, collectibles and mechanical elements, with the final assets prepared for use inside Unity.

Sound design work was produced using Ableton Live and Cubase.

02

Sound Design

Organic source material transformed into character, environmental and interactive sound.

Original recordings were used alongside synthesis and processing to build sounds with a more physical and unpredictable character.

This approach helped give the game its own sonic identity rather than relying entirely on pre-existing sound libraries.

03

Swamp Foley

Recorded, transformed and layered for movement through the swamp.

Swamp footsteps began with practical foley recording, using wet material and physical movement to create the underlying texture.

Additional swamp and drain recordings were manipulated through granular processing in Pigments, creating wet, unstable textures that could be layered into the final footstep design.

FIELD RECORDING

Practical Foley

Swamp footstep Foley recording setup

GRANULAR PROCESSING

Swamp & Drain Textures

Swamp drain recording processed using granular synthesis in Pigments

SOUND CONSTRUCTION

Footstep Layers

Layered swamp footstep sound design session in Cubase

DESIGNED RESULT

Swamp Footsteps

Final footstep variations assembled and played from the Cubase sound-design session.

04

Spider Demon

CREATURE SOUND DESIGN

Movement · Crawling · Vocalisations

05

Interactive Elements

GAMEPLAY SOUND DESIGN

Cat Thwomp · Golden Tooth · Rolling Spikes

Real-world recordings used directly as source material.

The Cat Thwomp vocal source was created from an original recording of my own cat, then shaped and processed for use as part of the in-game character sound.

06

Unity Implementation

Audio prepared around the timing and behaviour of the gameplay.

Finished audio assets were integrated using Unity's built-in audio system.

Sounds were prepared around the timing and behaviour of the game's interactive elements rather than being treated as isolated linear effects.

07

Original Music

Original music composed and produced for the world of Pond Scum.

Music for the game's levels was composed in Ableton Live at 200 BPM, then deliberately slowed within Unity using pitch control.

This extended the duration of the music in-game while changing its weight and character. The technique takes inspiration from older tape-based production methods, where material could be recorded at a higher speed and then played back at a lower speed for a different tonal and temporal character.

COMPOSITION & PRODUCTION

200 BPM Source Arrangement

Pond Scum original music arrangement in Ableton Live

UNITY IMPLEMENTATION

Pitch-Based Playback

Pond Scum music playback and pitch configuration in Unity

The finished music was implemented as looping level audio in Unity, with playback pitch reduced to create the final in-game speed and extend the musical material across longer periods of gameplay. The resulting slower, heavier playback also complemented the game's 90s-inspired character aesthetic.

ORIGINAL SOUNDTRACK

Listen to Pond Scum

Listen to the Soundtrack

08

Tools

Ableton Live Cubase Unity Field Recording Foley Music Composition

09

Recognition

Pond Scum was selected as a finalist at the 2024 Australian Game Developer Awards.

Excellence in Emerging
Australian Game Developer Awards · 2024

Australian Game Developer Awards 2024 finalists featuring Pond Scum

AUSTRALIAN GAME DEVELOPER AWARDS 2024

Excellence in Emerging · Finalist

Pond Scum displayed at the 2024 Australian Game Developer Awards ceremony

AGDA 2024

Awards Ceremony

SELECTED WORK

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