FILE CS-04 / CASE STUDY / TELLUS
Tellus — Terraforming Audio Systems
Case study in progress. Audio systems for a game about reshaping a world — where the sound has to report what the terrain has become, not just where the player is standing.
Under Construction
Status
Coming Soon
The full write-up is being assembled. This page will cover how audio systems were built to track changing terrain states, the logic behind parameter-driven ambience, and how to keep a world-scale soundscape readable when the world itself is the variable.
- ✓ State-driven ambience tied to terrain change
- ✓ Parameter design for a shifting environment
- ✓ System architecture and implementation
- ✓ Audio examples from the build
In the meantime, two completed case studies are online: Visage — Found-Audio Horror Score and Stray Souls — Co-Development, Solo Audio & the Cost of Shipping.