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Kevin Regamey Profile
Kevin Regamey

@regameyk

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Creative Director @PowerUpAudio . otdq, He/him. (Celeste, TUNIC, Crypt of the NecroDancer, Darkest Dungeon...)

Vancouver, BC
Joined November 2010
Don't wanna be here? Send us removal request.
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@regameyk
Kevin Regamey
2 years
Tunic’s been out for a while now, sooooo… Let’s talk about audio secrets!
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@regameyk
Kevin Regamey
3 years
Celeste's dialogue design is the #1 most-asked-about topic when it comes to the game's sound. I figured I'd share some of how we went about creating it.
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@regameyk
Kevin Regamey
6 years
Happy Halloween everyone! @celeste_game
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@regameyk
Kevin Regamey
3 years
First, we explored some simple synth sounds to figure out a general tone for a given character's voice. Once we had a foundation timbre established, we moved on to setting up how that tone might change over time.
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@regameyk
Kevin Regamey
3 months
Lil @celeste_game behind-the-scenes for ya... Here's one of the better bugs we hit during that week of rapid audio dev. 😅 (volume warning? ...haha)
@celeste_game
Celeste
3 months
Gear up for the Celeste 6th Anniversary Challenge! 🗻 Celeste 64: Fragments of the Mountain is here and you can play it on @itchio . 👉
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@regameyk
Kevin Regamey
3 years
Cheers all!
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@regameyk
Kevin Regamey
5 years
I don't want to alarm anyone, but my current IL goal for chapter 9 is "sub 2 hours".
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@regameyk
Kevin Regamey
3 years
Then, we broke down the emotional range of a given character, and figured out what the sonic characteristics of those emotions might be.
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@regameyk
Kevin Regamey
3 years
Essentially, using a Parametric EQ in FL Studio, we modelled what are called "formants" - that is, naturally occurring spectral peaks in human vowel sounds. These spectral peaks have specific frequency positions and relationships, and they looked something like this:
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@regameyk
Kevin Regamey
3 years
We then pressed PLAY in FL Studio (to set the formant automation in motion), and then "performed" the emotions on a midi piano keyboard while messing with the pitch wheel to try to hit all those characteristics we'd laid out above.
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@regameyk
Kevin Regamey
3 years
Is the emotion generally high or low in pitch? Does the pitch stay in one place, or move around a lot? Is the speech slow and careful, or is it rapid and pointed? What kind of pitch movement should we hear, and what kinds of sentences are these sounds representing?
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@regameyk
Kevin Regamey
3 years
We then automated the frequency positions of those peaks over time, to resemble the way the human voice might transition between vowel sounds.
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@regameyk
Kevin Regamey
3 years
Seems a good day to share a few of Alex Trebek's outtakes from when I worked on "Jeopardy!" for the Wii U. Hopefully these bring a smile to your face on this sad day. <3 (sound on) 🔈🔉🔊 #AlexTrebek #Jeopardy @Jeopardy
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@regameyk
Kevin Regamey
1 year
My sincere thanks to everyone who came out for my Tunic Audio Talk. Wonderful to be up on stage again. ❤️
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@regameyk
Kevin Regamey
3 years
This was basically a lot of me reading the script and "over acting" the dialogue.
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@regameyk
Kevin Regamey
1 year
The Powers That Be have kindly invited me to speak about Tunic's audio at #GDC2023 ! I'll be going through all of it - creative direction, sound design methods, and technical implementation. We did some unprecedented stuff, and I can't wait to share.🤘
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@regameyk
Kevin Regamey
4 years
Married. 🤵👰 🎉
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@regameyk
Kevin Regamey
5 years
Holy heck. Thanks everyone.
@thegameawards
The Game Awards
5 years
Best Independent Game award goes to @celeste_game ! Fantastic speech! #TheGameAwards
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@regameyk
Kevin Regamey
3 years
That's pretty much it! Hope you learned something about #gameaudio ! If you'd like to see a detailed breakdown of how the dialogue event works, you can watch it here:
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@regameyk
Kevin Regamey
1 year
My TUNIC Audio Talk is up on the GDC Vault! I know some folks were asking if it'd be available after GDC, and it looks like apparently YES! No login required! AMAZING🤘
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@regameyk
Kevin Regamey
2 years
Well, apart from following suit with the “secrets-everywhere-in-plain-sight” direction of the game…our dev team had a little phrase that we employed throughout development: “CONTENT FOR NO ONE”
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@regameyk
Kevin Regamey
3 years
We recorded the audio output of that performance on a separate computer, and then went through and picked out the "good takes". These good takes were sorted into 3 basic categories per emotion: - Quick passing syllables (20) - Emphasized syllables (10) - Sentence endings (10)
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@regameyk
Kevin Regamey
3 years
Using @fmodstudio , we set up an emotion-driven (actually character portrait-driven) event system... We had one audio event per character, and each dialogue event plays non-stop for the duration of a given character's conversation in-game.
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@regameyk
Kevin Regamey
2 years
Thanks for reading and listening! (bonus: here’s an action shot of me working through all this stuff, courtesy of @zoesees a long time ago)
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@regameyk
Kevin Regamey
1 year
What an actually amazing day. Congrats @dicey ! Congrats @lifeformed ! Congrats @FinjiCo ! Congrats @SparseGameDev ! Congrats @PowerUpAudio ! HOLY SHIT WELCOME TO CANADA COLE!!! 🍁🍁🍁🇨🇦🇨🇦🇨🇦
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@LittleLatreille
Courtney 🍄 Latreille
1 year
Holy shit my boyfriend is now officially a Canadian citizen and right after the ceremony Tunic won a BAFTA for Best Debut Game!!!!! WHAT A GOOD DAY! So proud!!!! 🍁🇨🇦🦊
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@regameyk
Kevin Regamey
3 years
We loop on silence until it's that character's turn to speak. When that character speaks, the code-side sends the current character portrait info to FMOD, and FMOD responds by sending the playhead to the appropriate emotion on the event timeline.
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@regameyk
Kevin Regamey
2 years
The seeker spell!
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@regameyk
Kevin Regamey
1 year
❤️❤️❤️🦊🦊🦊🎉🎉🎉
@zoesees
Zoe Si
1 year
@TUNICGAME WINS BEST INDEPENDENT GAME AT #DICEAwards AND MY BRILLIANT HOT HUSBAND @REGAMEYK ACCEPTS, HUGE DEAL, CONGRATULATIONS TEAM 😭❤️🦊
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@regameyk
Kevin Regamey
2 years
Quite some time ago, Jeff and I dared to wonder if perhaps there was more to #gameaudio than our toxic-as-hell first job had to offer. And so, we made a plan, pooled our life savings, and incorporated @PowerUpAudio . That was 10 years ago today. Best decision ever. Love you pal.
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@regameyk
Kevin Regamey
3 years
You can also download and check out the complete @celeste_game FMOD project (along with all source sound & music - thanks @kuraine !) available on the fmod website.
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@regameyk
Kevin Regamey
2 years
Update: It happened again and this is the RAW RECORDING I AM NOT KIDDING. SERIOUSLY ALL I DID WAS TURN IT UP
@regameyk
Kevin Regamey
3 years
Of course, her full-of-salmon stomach stops wildly bubbling as soon as the mic comes out. :(
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@regameyk
Kevin Regamey
4 years
Throwback. #YOLO
@regameyk
Kevin Regamey
6 years
Happy Halloween everyone! @celeste_game
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@regameyk
Kevin Regamey
5 months
There was a whole lot of mono audio at @thegameawards tonight. I'm gutted for all the audio folks who had their hard work presented in such a poor light. So... here's a thread of all the affected trailers, in beautiful FULL STEREO SOUND!
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@regameyk
Kevin Regamey
3 years
When we arrive at that emotion, we progress through a random sequence of syllables via a transition system we built. FMOD doesn't have a great way of handling this degree of specificity when moving through a random sequence of audio files, so making this was pretty tedious.
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@regameyk
Kevin Regamey
2 years
It’s in enemy sounds like with this lil probe guy:
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@regameyk
Kevin Regamey
3 years
It necessitated manually placing every syllable on the timeline, and setting up a "transition hub" that would rapidly send the playhead out to these various syllables. No syllable was allowed to play twice in a row, and emphasized syllables had a lower probability of playing.
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@regameyk
Kevin Regamey
2 years
Tunic’s audio design was aimed in that same direction. Early in development, we imagined the game having a “voice” of sorts - a voice that the player was not equipped to interpret. SO. I designed a musical cipher - heard throughout the entire game, but never acknowledged.
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@regameyk
Kevin Regamey
2 years
Anyway! “Tuneic” shows up all over the game. It’s in UI sounds, like when you start a new game:
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@regameyk
Kevin Regamey
1 year
❤️❤️❤️
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@regameyk
Kevin Regamey
3 years
The hub also made it trivial to fine-tune the spacing between syllables (as we could move entire hub's position rather than forty separate transition markers).
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@regameyk
Kevin Regamey
3 years
Anyway, once the text-draw ends in the game's UI, FMOD is notified that speech should conclude. The playhead then returns to silently waiting for the next portrait/emotion. (It either plays an end syllable before returning, or it returns immediately if on an emphasized syllable).
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@regameyk
Kevin Regamey
2 years
And by the way, if all this talk of ciphers tuned to the music has you wondering - Yes, this is a large reason why we called the game “Tunic”.
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@regameyk
Kevin Regamey
6 years
Excited to soon be releasing the entire @fmodstudio project for @celeste_game , complete with source sfx from @PowerUpAudio and music from @kuraine . Not sure this has been done before...should be super helpful for both the modding community and for personal #gameaudio education!
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@regameyk
Kevin Regamey
1 year
Update: Security at Heathrow took the BAFTA out of my carry on, and showed it around to the staff "so they will know what they're looking at next time a BAFTA comes through the scanner". 😂
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@regameyk
Kevin Regamey
5 years
Holy
@Official_GDC
GDC
5 years
Congrats to the Celeste team for winning the award for Best Audio! #GDC19
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@regameyk
Kevin Regamey
2 years
And of course, the door in the mountains:
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@regameyk
Kevin Regamey
1 year
Let's GO?!
@PowerUpAudio
Power Up Audio
1 year
HOLY SMOKES TUNIC won Best Audio of 2022 in Edge Magazine!? How did we miss this! Thank you so much @edgeonline !
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@regameyk
Kevin Regamey
2 years
One main goal of Tunic’s overall design was to make it feel like this world isn’t *for* you. You can’t read the language. There is no clear path. You are not the hero. You are small and lost in a land full of mysteries - many of which are hidden in plain sight.
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@regameyk
Kevin Regamey
2 years
We used that phrase to refer to little (or large) things that we hid deeply in the game, for no other reason other than because we liked creating it, and we liked knowing that it’s there. Will anyone ever find it? Maybe. But maybe not, and that’s okay.
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@regameyk
Kevin Regamey
4 years
Saw a post on r/vancouver showing how disgusting Trout Lake was after all the fireworks last night. Zoe and I decided to deal with the problem, and picked up some 40lbs of trash - mostly fireworks remnants. Please, revelers. Clean up your shit.
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@regameyk
Kevin Regamey
3 years
The legend @amora_b at work. ♥️
@exok_games
Extremely OK Games
3 years
🍓 Celeste high res art - a thread! 🍓 Behold @amora_b , our amazing artist!! 💜 She worked on soooo many things for #Celeste , but let's focus on the game high res art and Theo's Instagram for now:
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@regameyk
Kevin Regamey
1 year
Feeling pretty good about my Tunic Audio Talk coming up later today. It's definitely gonna be a little bit off the rails, but I'm looking forward to sharing a bunch of STUFF with everyone! Room 3002, 4pm-5pm
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@regameyk
Kevin Regamey
3 years
Oh cool, a few gaming sites picked up the Celeste dialogue breakdown. 👍
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@regameyk
Kevin Regamey
2 years
Btw got married again. Was way better the second time around. ❤️
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@regameyk
Kevin Regamey
3 years
"As a sound designer, what defines your sound?" me:
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@regameyk
Kevin Regamey
3 months
If you want to know what I've been doing for the past week 👀
@celeste_game
Celeste
3 months
Gear up for the Celeste 6th Anniversary Challenge! 🗻 Celeste 64: Fragments of the Mountain is here and you can play it on @itchio . 👉
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@regameyk
Kevin Regamey
2 years
Or this spell being cast:
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@regameyk
Kevin Regamey
2 years
Importantly, the audio track also features a series of musical arpeggios that occupy the same time-space as the glyphs, and correspond 1:1 in meaning. This is our musical cipher’s Rosetta Stone.
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@regameyk
Kevin Regamey
2 years
SO anyway… I know what you’re thinking. Why, right? Why go to all this trouble?
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@regameyk
Kevin Regamey
2 years
Finally, thanks to Tunic’s incredibly talented and capable composers @lifeformed & @alsojanice , “Tuneic” is all over the soundtrack - offering some secret lyrics of a sort. (Thanks for being down with all this nonsense you two!) …in the Library:
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Kevin Regamey
2 years
Wish me luck.
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@regameyk
Kevin Regamey
2 years
Or when you hit the finish line in a speedrun:
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@regameyk
Kevin Regamey
2 years
Take Tunic’s glyph language for instance (since dubbed “Trunic” by our players). While we don’t *super* expect players to decipher it, the words ARE there if you choose to take the time.
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@regameyk
Kevin Regamey
2 years
We’ve got this poor guy yelling from within:
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@regameyk
Kevin Regamey
2 years
The "garden path" shortcuts, the secret controller inputs, the functionality of various items and props in the world - it's all there from the beginning. The player just might not yet possess the knowledge required.
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@regameyk
Kevin Regamey
2 years
Spoiler alert, of course. If you haven’t played yet, you might want to turn back now. D: Seriously. Very, very heavy spoilers.
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@regameyk
Kevin Regamey
2 years
…and in the end credits:
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@regameyk
Kevin Regamey
2 years
Downloading and viewing the website’s audio in spectrogram mode shows a series of glyphs.
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@regameyk
Kevin Regamey
2 years
…when you’ve defeated the Heir:
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@regameyk
Kevin Regamey
2 years
…which, upon solving, leads the player to . (Have a listen!) This is where we finally reveal the existence of the audio language! …sort of.
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@regameyk
Kevin Regamey
2 years
Finding a secret directs your attention:
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@regameyk
Kevin Regamey
1 year
Just watched @thegameawards nominations stream from the Isle of Skye in Scotland, and woohoo @tunicgame !! Congrats and good luck to all the other Best Indie nominees - @cultofthelamb @PlayNeonWhite @SifuGame @HKdevblog ! We'll see you in December! 🤘
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@regameyk
Kevin Regamey
3 years
This is actually part of why we composed a unique track for the 6A heart room. The main chapter's key centre didn't super jive with these notes.
@PowerUpAudio
Power Up Audio
3 years
btw, these musical notes show up in a few places in @celeste_game .. The birds and satellite console here, the 6A heart room dashes, the direction of movement for arrow blocks, etc. We made this quick reference image early in development to keep things consistent across the game.
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@regameyk
Kevin Regamey
2 years
A pentatonic scale can be built starting from ANY root note, and therefore Tuneic can be written in any key centre. We can even follow along with chord changes. As long as all notes in a given arpeggio move together, it remains decipherable.
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@regameyk
Kevin Regamey
2 years
More on that soon, but first we need to talk about the glyph language, “Trunic”. If you DID take the time to solve it, you would have discovered that its structure is phonetic. Here’s a lil rundown if you weren’t aware…
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@regameyk
Kevin Regamey
1 year
Confession: The Fox in Tunic has only a single footstep sound effect that repeats over and over for each footfall. And it's the same sound for ladder climbs too - just pitched up a bit. I just wanted to see if it could be done inoffensively, and without anyone noticing. 🤘
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@regameyk
Kevin Regamey
2 years
Furthermore (music theory incoming), since we’re working in terms of numbered notation, the cipher’s design accommodates for all kinds of expressions of tonality.
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@regameyk
Kevin Regamey
2 years
Learning this language might eventually lead the player to uncover the mysteries of the late-game “Glyph Tower”...
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@regameyk
Kevin Regamey
2 years
Dubbed “Tuneic” by players, this cipher is the same as "Trunic" in structure. For Trunic, a given phoneme is indicated by the presence or absence of lines within a glyph frame. For Tuneic, it’s the presence or absence of notes over two octaves of a pentatonic arpeggio.
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@regameyk
Kevin Regamey
2 years
- Each character represents a consonant/vowel phoneme pair (or just one part by itself).
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@regameyk
Kevin Regamey
6 years
@mvcaster Merci beaucoup for playing Celeste man. Crazy hearing "La Boule Magique" from Wayne while you're playing a different game we also worked on. haha
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@regameyk
Kevin Regamey
1 year
Holy shit I am so done with @WavesAudioLtd . I've spent 10+ years dealing with the headache of doing the right thing despite it being far easier to pirate. Please recommend me your favourite non-Waves, Waves-equivalent plugins. I'm in the market.
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@regameyk
Kevin Regamey
5 years
Big one for us! Huge ups to @dannyBstyle absolutely destroying it on music, with help from @FamilyJules7x @AdrianaFigueroa @rileykoenig @mklachu & @katelovelymomo . :) also I got to gerudo whistle which I'm pretty amped about 🤟
@PowerUpAudio
Power Up Audio
5 years
Cadence of Hyrule releases today and marks a watershed moment in our little company’s career. We poured our hearts into this game, and we all hope you love it as much as we do!
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@regameyk
Kevin Regamey
2 years
For Trunic, we look at the internal and external components for consonant and vowel. For Tuneic, we look at the lower and upper ranges of notes.
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@regameyk
Kevin Regamey
2 years
- Pronunciation order is always [Consonant → Vowel], unless you see a little ° under the main glyph, in which case you swap the order, like so:
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@regameyk
Kevin Regamey
4 years
Feel free to hit me up if any questions on this btw. 🤟
@PowerUpAudio
Power Up Audio
4 years
We've updated the @celeste_game @fmodstudio project on the FMOD website to include the sound/music content from the game's Farewell DLC! <3 The project file & all source audio is free for anyone to use for educational and modding purposes. Please dig in!
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@regameyk
Kevin Regamey
7 years
*HEAVY EXHALE*
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@regameyk
Kevin Regamey
3 years
Also, reminder that we released this voice pack for any streamer/youtuber/etc. to use however they please! If you're thinking about doing some Halloween Darkest Dungeon II streaming, have at 'er. 💀🎃
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Kevin Regamey
5 years
Just realized last week marked 10 years in #gameaudio for me. Dang... :)
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@regameyk
Kevin Regamey
2 years
I recognize we’re getting into music theory territory here. We’re definitely gonna get a little technical, so I apologise to those who aren’t as musically versed…but here’s the BRIEFEST tutorial for those who might be a little out of the loop:
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@regameyk
Kevin Regamey
2 years
One phoneme in “Tuneic” is one arpeggio. One arpeggio can be (a) a consonant sound, (b) a vowel sound, or commonly (c) a combination of the two, as a phonetic pair. For example, “no” would be [1-2-6] for the “n”, plus [9-12-13] for the “o”. [1-2-6-9-12-13].
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@regameyk
Kevin Regamey
3 years
Happy Birthday to my business better-half, Jeff @PowerUpAudio . I owe basically everything I've got to our partnership and I have no idea where I would be today if I hadn't met you pal. All my love.
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@regameyk
Kevin Regamey
2 years
(The horizontal line is just some flavour to indicate word separations and to make it look nice.)
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@regameyk
Kevin Regamey
2 years
- The “exterior” defines the vowel.
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@regameyk
Kevin Regamey
2 years
- The “interior” defines the consonant.
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@regameyk
Kevin Regamey
2 years
Sometimes we’d have a descending arpeggio lead directly into an ascending arpeggio. In this case, we might employ a single [1], serving as a kind of apostrophe connecting the two phonemes.
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@regameyk
Kevin Regamey
2 years
Major, minor, diminished, mixolydian, whatever - a flat [5] is still a [5] so it’s all fair game. :)
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@regameyk
Kevin Regamey
2 years
A musical *chord* is a selection of musical notes played simultaneously. For an *arpeggio*, the notes that compose a chord are instead broken out and played separately - typically in a rising or descending order of pitch.
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@regameyk
Kevin Regamey
1 year
We took home 6 awards at the CGAs. I'm very proud of this achievement, but geez this event. It's tough to talk about without seeming ungrateful and/or self-deprecating, but suffice to say, I'll be writing a letter.
@bradshankar
Brad Shankar
1 year
Tunic Team takes home Game of the Year at the Canadian Game Awards! Huge congrats to @dicey and his team! Much-deserved! 👏 🇨🇦 #CGA
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@regameyk
Kevin Regamey
4 years
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