The core logic of our sound design is based on contrast. First, characters MM and NN hear different sounds. For example, the same sound may be much more blurred or unclear when heard by NN. Second, in the game, we designed true and false keys and doors. The real ones sound more harmonious, while the fake ones make players feel uneasy. However, we didn’t want the contrast between them to be too obvious or binary. Instead, we aimed for a kind of subtle consistency, where the differences are noticeable but not sharply divided.
The core logic of our sound design is based on contrast. First, characters MM and NN hear different sounds. For example, the same sound may be much more muffled or unclear when heard by NN. Second, in the game, we designed true and false keys and doors. The real ones sound more harmonious, while the fake ones make players feel uneasy. However, we didn’t want the contrast between them to be too obvious or binary. Instead, we aimed for a kind of subtle consistency, where the differences are noticeable but not sharply divided.


Before we began sound production, we made a detailed list of the sounds we needed, categorized according to character, object, ambient sounds (AMB), and UI. Based on this, we coordinated with the team member in charge of the Unity project to confirm what sounds needed to be added, removed, or modified. This ensured that our work was aligned and we could distribute the tasks clearly.
For the character’s movements, we paid attention to the footsteps. Since the character model looks cute and playful, we recorded the sound of a toy duck as a base. Then we layered it with the sound of stones to represent the contact with the concrete-like and give a sense of weight. Because the game’s art style and story have a certain absurd or surreal quality — like how buildings from different cultures appear in one scene — we wanted the sounds to reflect this with some exaggeration. Therefore, using a synthesizer became an obvious choice.
We used Massive X to process MIDI keyboard notes and create short pad tones. The real keys and doors sound calm and solid, while the fake ones are sharper and more uncomfortable. For NN’s version, we made the sounds more distorted and noisier. This was achieved by adding texture through noise and adjusting the details with the Pitch Monster plugin. These techniques allowed us to shape each character’s sonic perspective and match the game’s surreal tone.

low poly aesthetic, simple solid colors and textures
Considering the references to philosophical themes like Plato’s Allegory of the Cave or The Matrix, the visual design might use contrast between reality and illusion. Using surreal, abstract, or dream-like imagery to represent the fractured perception of the characters.

Only two characters, both protagonists.
NN: Loves painting, trusts what he sees, and fully believes in reality. His design could reflect a more grounded or realistic style, with sharp details and a vibrant, almost idealized appearance. He could be depicted with art-related elements like brushes or easels, reflecting his passion.
MM: Possesses extraordinary hearing, sharp intuition, and a strong desire to uncover the truth. MM’s design might emphasize sensory elements, like large eyes or ears, or more ethereal characteristics that represent his deep intuition. His clothing and features could be more abstract, showing a deeper connection to the unseen or unknown aspects of the world.



The game could have interconnected regions that flow into one another in a non-linear fashion, with diverse environments — natural gardens, chaotic urban settings, and abstract landscapes.
The environment could also mirror the inner states of the protagonists. For example, a distorted, fragmented world could represent MM’s sharp intuition and desire to uncover the truth, whereas more serene, stable environments could reflect NN’s belief in reality.

Bright, warm colors could be used in scenes that represent NN’s world, filled with a sense of comfort or belief in the self.
On the other hand, cooler, muted tones could represent MM’s more questioning world, filled with ambiguity and an exploration of truth. A mix of these tones could also signify the characters’ contrasting perspectives on reality.


UI should be minimalistic, stay consistent with the visual design 
