Blast Out

SOL SKATT

PROGRAMMING / AUDIO / DESIGN

Studio Tarhead Studio

Role Creative Director, Audio Lead

Platform Windows, Mac

Engine Unity

Language C#

Development Time 4 years

Team Size 15

BLAST OUT

Blast Out was a game intent on becoming the ultimate PvP experience. Where other games were dragging their feet in drawn out matches, Blast Out provided fast paced, intense action from start to finish.


What started out as a small group of students scoring

awards at prestigeous Swedish Game Awards soon turned into a company comprised of 15 freshmen developers bent on challenging the industry.


My role grew from a musician wanting to explore dynamic music systems that adapted to in-game intensity to acting producer for the Audio department as well as managing world building, game writing and creative direction of the game. 

The World?

 Building a world from scratch was a fun but difficult task. The 

game went through 3 large iterations, going from gritty futuristic cyberpunk to post-apocalyptic stylized fantasy and ending up with a look and feel best described as casual gameplay-centric fantasy.


Throwing precious work out the window can be a hard thing to swallow, but during 4 years of development we learned that a product, as well as a team, should be a cohesive unit where all parts work together as a whole. Whether it be content creation or communication, a unit grows stronger when it is understanding and humble towards the end result, whatever that may be.

n5llX0
UpplevSkövdeScreen1
ruin_alpha

Dynamic music

The music system I designed was comprised of two parts; a

Musical Stem System and the Intensity Meter.


Composing for the Stem System meant having a base with layers that could transition seamlessly into the song depending on it's current state.


The Intensity Meter was a float value that worked like a car engine; it would rise on certain calls, like 'player hit' or 'team health under 50%', adapting the in-game music to the actions of the players. The meter would also have a constant decrease so as not to get stuck in the wrong state.


The system never made it to the final product due to it's complexity, but was nonetheless an invaluable learning experience in how to design audio that reacts to what is happening on-screen.

Lessons learned

Starting your first company with 15 people was a pretty bold idea, but through the ups and downs I learned a lot of invaluable lessons;



Never understimate how important communication

is to running a team or a studio.

That being humble and supportive is the best way

approach creative work.

To deliver a product is all about understanding limitations and managing responsibilities.

A good product is a product where all the parts complement each other.


Games are team efforts.