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Welcome to Month 2 of the second quarter of 2026 Good Eggs! It's time for the bonus question of the quarter. This question is related to the winning topic for the quarterly bonus video as voted on in your quarterly poll. ALL tiers may answer, and the best answers will be discussed in the bonus video! You have all of May to respond. Feel free to discuss your answers among yourselves as well.

This quarter's winning topic: The life and career of Junichi Masuda

This quarter's bonus question: How much does sound design contribute to how "real" a fictional world feels to you? Or, what are some of your favorite examples of world building through sound design?

Comments

Leon Garnet [Skullboss]

Sound design in a video game is like the editing in reality TV - it's just as much an extra character. It tells you how to feel about a character, it punctuates a situation and it unknowingly accompanies you all the way from beginning to end in the form of footsteps, wind or even the user interface. Unfortunately I'm gonna say it again - My favorite examples are in Sun & Moon and I'll explain what and why: Usually, or at least up until that point, pokemon games had shared a relatively samey sound design in regards to the non-diegetic elements. It begins when you hear the more laid-back, yet still energetic guitar that plays as you pick up an item off the ground. Then you receive a starter pokemon and the jingle is far more low-key and bombastic than that of the previous games. The same philosophy was reused when picking up a TM. The peppy UI sounds from XY were kept seemingly on purpose as they fit into this sonic family which was created to welcome you into and accompany you throughout your journey in the setting of Alola. I could go on for ages about this but I'll keep it concise! EDIT: Honourable non-pokemon mention goes to Opoona. The sounds in that game are great.

SoresanCrockxen

I feel that as I’ve gotten older I tend to view the sound design as a core aspect of the gaming experience. In fact I’ve noticed that sometimes it’s even more important than the visual design because most of the time the music in the background can do more to create the ambience of the world you are exploring. In this day and age with gaming companies pushing for more and more realism, music tends to take a back a seat and it might be why I don’t get to invested in the bigger event games these days. Wanted to add this second part, I answered based on gaming but sound design is crucial in tv/film as well. The music choices can elicit different emotions when consuming media and it’s truly an art form that not everyone can master. Since an example was requested I wanted to bring up my favorite anime of all time Nagi no Asukara (or as known in English: A Lull in the Sea). This show really plays to its strengths not only with its visuals but the sound design elevates the show to a higher level. My favorite track from the show is used in some of the most emotionally charged scenes and it puts you in the moment with the characters and I loved it so much that I had it play when my wife walked down the aisle at our wedding.

Calaveso

The Guitar Hero games developed by Harmonix come to mind. All the little sounds you'd make missing a note, or how the crowd claps when you activate your Star Power, or how the guitar track you're currently play kinda starts to echo, as if you're in the pocket (better known as "being in the zone" for any non/aspiring musicians out there). I dunno, gave me a chance to feel what its like long before I actually took the stage later on in life. The same can be said for the Rock Band series, but multiply it by double because now you got vocals and drums along the guitar and bass. And up until RB3, you had the crowd sing along to songs too (my favorite one was Everlong by Foo Foghters, what a perfect song to have the crowd sing to). Bonus points for Beatles: Rock Band where if you put Beatlemania mode on, you literally cannot hear anything over the screaming crowd. Really makes you FEEL like a Beatle. Cheers!

Damnski

Sound Design in video games is one of the ultimate tool for building a world. Beyond just great sound track, I'd argue that the sound of menus, attacks, interactions are all key to holding a persons attention and being a very good guide through the playing the games. Some of my favourite sound design comes from Shin Megami Tensei series, Etrian Odyssey series, Kingdom Hearts, Starwars Battle Front all have incredible beeps and boops that will make up a large part of you experience with the games.

Arben

For me, sound design is a solid third of the sensory experience of playing a game alongside touch (controller) and sight (screen). I know some people play without sound but I’ve always felt more immersed when it’s on, especially on a first playthrough. I like giving my full attention to a work of art, even if it’s not immediately appealing. Games rely on sound more than we realize. In 2D platformers like Super Mario Bros. and Sonic, the jump sound helps your subconscious gauge jump length. When starting a new game I often take a moment at the start of the first level to jump straight up then again to the side, listening to those iconic sounds while watching how far the character can go, calibrating my control of the game. Switching between Mario and Sonic, for example, often means recalibrating because despite being the same genre they are intentionally built differently for their respective goals. Paying attention to sound design can help direct you how to move. It’s like how TV and film scores guide empathy, or how dance is dependent on music. Furthermore, the common use and easy recognition of the sounds from their games reveals that they leave strong specific impressions on those who’ve heard them. In addition to sound effects, music is essential too. Masato Nakamura (Sonic 1 & 2) said he scored a game like a film, but kept in mind that the story told is slightly different every time depending on the player’s gameplay. Even in games with long scripted cutscenes, environmental and situational cues embedded in the music enhance the experience. I think of the clanging metal sounds used as drums in Metal Gear Solid's soundtrack as the player navigates a cold steel fortress or the universally recognized "!" alert sound. I also love the recurring train-chugging motif throughout Final Fantasy VII's soundtrack, it really fits the industrial mechanical feel of an adventure that begins with the protagonist getting off a train. Pokemon has some of the greatest sound design I’ve ever experienced. I can probably name at least 500 pokemon species just from their cries, even ones that share them like Charizard and Rhyhorn. Pokemon like Kricketune and Dialga invoke old memories powerfully due to how specific and unique their cries are. The sounds of Pokemon moves have always helped the player feel the impact of the battle animations, but it’s particularly impressive the farther back in the series you go due to the tighter constraints (8-bit cracks and thuds). Towns, routes, caves, battles all have music that enhance the limited visual communication. Earlier entries' locations often feel as alive as newer 3D ones because the developers made the most out of their limitations. Pallet Town feels safe and cozy, Celadon’s fanfare says big city as soon as you walk in, Victory Road feels empowering. Trainer encounter themes and battle themes reflect personality and trainer status. Pokemon's soundtracks often come to mind during activities in real life; Undella Town for the beach, Route 38/39 from GSC for marching up a trail, gym leader battle themes for lifting weights, Route 113 from RSE to drift away after a long day. And that’s only scratching the surface of Pokémon’s sound design.