Audionaut
Samuel Fletcher + Sydney Smith



Audionaut - Trailer
Interview with the Developers:
+In one or two sentences, describe the main themes present in your game.


Our game centers musical composition, but we also explore climate disaster and reclamation, fascism, and rebellion through art.

+What was the inspiration of the game?
What made your team decide to make this game specifically?


We wanted to make a game that centered the idea of play as composition, and composition as a form of play. We wanted to be able to break away from the idea of performance-based gameplay and see how we could motivate composition through the systems and mechanics of a game. Modular synthesis became the inspiration for this game, and it let us work with the fun, tactile affordances, of knobs, switches, and wires, as well as providing a different paradigm for composition that didn't require knowledge of reading/writing sheet music or playing instruments. And spaceships just seemed to fit.

+Were there features you had to remove, and if so, what were they and why were they removed?

We don't remove features, we just save them for later. 
+Talk about your teammates! What was everyone's role?

Sydney Smith - Audio director
Samuel Fletcher - Game design, programming, visual art
 


play this game on itch.io

Bluesky - @art.thief.games, @sam-youll.bsky.social, @sydastry.com

art.thief.games, https://linktr.ee/sam_youll