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Synaptic
A 3D horror arcade shooter, where the main character has to revisit their past childhood trauma in order to move on.
Available for PC at: https://bonny-bandits.itch.io/synaptic 

Created using Unreal Engine by Bonny Bandits.
One of the finalist games for DARE Academy 2025. Showcased at 
Dundee Contemporary Arts' (DCA) Drop in and Play event.

Role: Audio Designer. Responsible for creating all music and SFX, as well as voiceover editing. 

Full Soundtrack

Synaptic - Audio Design Document

Process
Synaptic was created following Agile methodology, specifically the SCRUM framework, with each sprint lasting 2 weeks. The team collectively utilised Jira to set and track task progression throughout development.

Overall, in-game there are 6 music tracks, 40+ sound effects and variations, and over 45 unique lines of voiceover (with additional sound effects and voiceover present in the music).

All sound effects are comprised of foley, recorded in the
Abertay recording studio using the Rode NT62 microphone. Voiceover was recorded in the same location, using the Neumann U87 stereo microphone set. Sound effects and voiceover were edited using Reaper and Audacity. 

Each music track took an estimated 40 hours to finish, and altogether, 6 tracks were completed and implemented. Music was created in Reaper with the Dexed and Spitfire Audio Labs plugin. Tracks are intended to be ambient - the music for each level was based on the location, primarily focused on conveying emotion and atmosphere rather than following traditional music structure and appeal. 



 


For example, the classroom level features a xylophone for the melody, commonly presented as an introductory instrument in schools, while also being reminiscent of bells. Background chords are intended to be reminiscent of a clock, ticking down the time till the end of the school day. Unusual, out of place staccato notes break up the melody to represent the player character's inability to 'fit in' and give the image of teardrops. They are also jumpy, conveying how on edge the player character is in the environment. 

Audio implementation was handled by the team's programmers using
Unreal Engine's audio tools. 

Level 2 - Classroom (Short)
00:00 / 01:25
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