What an special special evening, it was so surreal to hear the music live and arranged so beautifully with so much flavour. And what a gift to meet so many of you afterwards 🦊💖 Ty ✨ Ty ✨ to the team that put it together https://t.co/ls1ZOJfG6D
Thank you everyone for coming to see the TUNIC concert. It was very special for Janice and I to meet so many of you in person. I just wish we had more time to talk to everyone. Hopefully we get more chances to show our works in person in the future. ❤️🦊
@FinjiCo@tunicgame@dicey@blurring_my_day@Mosqi@lifeformed@alsojanice It's important to bundle up warm before heading out on your big adventure! Have a look at our Signed Deluxe Bundle, Deluxe Bundle and Standard Bundle if you'd like everything together with a sweet discount🦊⚔️🛡️
Deluxes Available until Jan 8th - https://t.co/DJKAyUmr2D
Continue your adventure with Tunic: Design Works! 🦊@FinjiCo
Uncover the secrets of @tunicgame's development (and some of our own!) in our latest Design Works by award-winning writer Christian Donlan ⚔️
Deluxe Editions closing 8th January 2026: https://t.co/DJKAyUmr2D
Working with arps reminds me of piano, guitar, and classical music bc while arpeggiators are associated with synths & modern music, arpeggio is a musical technique that’s been around forever. idk, i think that's kind of neat. https://t.co/D8KcshxB6u
Working on “Flux is On”, I had @lifeformed’s earlier sounds in mind-sounds of lightness, play, and innocence. This track uses arpeggiators which can have the challenge of sounding random or repetitive. The exercise for me is working with something that has a direction of its own.
Also, to make up for lost time, we also wanted to post some fun facts and tidbits about the tracks on TUNIC daily over the next week or so. So check back here for some of our thoughts during the 7 year production period of the game. Let us know if you have any specific questions!
Sometimes melodies can be bold & upfront, sometimes they can be more subtle, folded in notes between notes, inviting more of the listener’s own interpretations.
@DallasCrane_ thank you 🥹 that means a lot to hear ❤️ (it's very reassuring to hear for me, personally bc TUNIC was the first game project i worked on, so self-doubt was a constant companion)
A little bit of both: for sounds recorded out-and-about, they’re mostly because we just like the sound and then bring home to experiment with. For sounds recorded “in studio”, they’re often because we’re looking for a specific sound or curious how they’ll sound in a track.
@lifeformed@alsojanice How did you conceptualizar the sound palette? Did you say, “I need a synth sound, I’ll use these birds here to get it” or the reverse, you had sounds gathered and followed them?
Another eg is "Descension" which plays in the space between the cathedral and the gauntlet battle. It samples a bit of the cathedral "Patron Saint of Astronomers" https://t.co/87UR3AgrW1
Sometimes, we’d be looking for a sound to connect spaces, so we sampled a track or elements of it to use in a related track. ie, for “in-between” places like “Ancient Futures” there are remnants of adjacent spaces like “Redwood Colonnade" https://t.co/tx6BdYz5ek
@lifeformed I think what's been helping me ease into it is reframing creative ownership in my mind. Instead of whose ideas are better, whose passion is going to guide this section.
@lifeformed Learning to be more direct was an important lesson while working on this track. It’s something I’ll be learning for a long time bc I feel like I’m essentially saying “I have confidence in my ideas” which is difficult when working with someone whose work I admire and respect.
@lifeformed Working side-by-side means the process of getting ideas out, we do in front of each other. I feel quite vulnerable when starting any track bc "bad ideas" are a part of the process, so supporting each other’s flow is more important to me than editing for creative direction.
The most challenging track for @alsojanice and I was the main theme, To Far Shores. Making it was arduous, with over a hundred internal tracks, and we worked on it over 2 months. But the biggest challenge was learning how to untangle our conflicted feelings of creative ownership.