Why 'No Music' was the goal in THE PATHLESS

A quick walk through the large-scale interactivity happening with the music during Giant Squid's THE PATHLESS. This game focused on macro-evolution of the score relative to the player's experience, with less focus on tons of moment-to-moment changes. I explain here how it all worked!

0:00 Introduction
0:37 Mother Eagle Island
1:04 The Act and Plateau Structure
3:50 Moving between Plateaus
4:41 The Playlist
5:50 Chases and Arena Battles
7:04 Act 2 and 3
7:58 The Mountain Tundra and the Floating Island
8:53 Summary

More info on the game:
https://thepathless.com/

The OSTs to THE PATHLESS can be found as FLAC here:
https://austinwintory.bandcamp.com/

Video edited by Dallas Crane

Don't forget to subscribe and hit the notifications bell!

Me!
https://twitter.com/awintory
https://www.facebook.com/awintory
https://www.instagram.com/a.wintory
https://www.austinwintory.com

12628 views

Related videos

17:23

Wwise Godot: integrating audio middleware into Godot - Alessandro Famà & Jorge Garcia - GodotCon2021

08:40

Wwise Interactive Music Demo | Andrew Karboski

52:37

Archiving Video Game Sound

Related videos

17:23

Wwise Godot: integrating audio middleware into Godot - Alessandro Famà & Jorge Garcia - GodotCon2021

2918 views
08:40

Wwise Interactive Music Demo | Andrew Karboski

4925 views