Weekly Report #110
[h3]Hello Stalkers![/h3]
Two weeks ago, we introduced you to the first part of our Chernobylite music series.
https://store.steampowered.com/news/app/1016800/view/3118181596900049384
You enjoyed the material and this makes us very happy. Today, as promised, we present to you the second installment of the series. This time we looked at exploratory melodies, characteristic of the locations visited by Chernobylite’s protagonist - Igor. Again, we give the floor to composer Mikołaj Stroiński, but also to Sound Designer Krzysztof Chalusiak from our studio, who contributed significantly to the creation of the soundtrack.
Moscow Eye
This piece was probably the most complex. Mikołaj wanted to give it - as he says - a specific energy; something that captures the pace between pauses and movements. "There aren't too many sudden changes and intense pulse in the music” - says Mikołaj - “because the world in the game is very addictive and beautifully made. So I didn't want the player to rush, but to get to know this world, admire it and think about it. Of course, the ‘Moscow Eye’ has a pulse. Its goal, after all, is to gently push the character forward and support the development of the plot."
In short: the idea was for the player to admire the world created in the game, and not just to rush ahead with a weapon in their hand. By analyzing the screenshots and recordings of the game that players created, we came to the conclusion that this kind of relaxed exploration of the Zone was thoroughly enjoyed. And the music supports that.

Okay, but what does this music actually sound like? ”The song contains electronic and synthetic sounds, because such sounds can be associated with the Chernobyl disaster and the resulting radioactive pollution” - Mikołaj explains - “Hence, the severity of sounds, which I combined with a developed sound-design as my personal artistic choice, to which I was inspired by the game and the history it contains. The minor chords emphasize the hopelessness and the hardships awaiting the player."
Kopachi Village
While the Moscow Eye is mostly filled with buildings and various structures made of concrete and metal, Kopachi is quite the opposite. How to convey the atmosphere of a place where we’re surrounded mainly by trees and rocks with music? According to Mikołaj, the piece he composed in the first part contains a lot of free space to capture a feeling of longing and loneliness. It was crucial.

"The sounds are in a way similar to those in ‘Moscow Eye’ music - says Mikołaj - “for the reasons mentioned above. There are some extra sounds that create uncertainty and a state that I would call the ‘fear suburb’. After all, Chernobylite is a horror game, and apart from situations where the player is supposed to be very afraid, there are also instances in which he should at least feel uncomfortable. As with the songs above, I used acoustic guitar sounds to ensure the continuity of the soundtrack."
Bad Feeling
The second exploration track for Kopachi and also much darker. Mikołaj explains that in this case, the sound-design and harmony are intended to deprive the player of all hope, emotionally putting him in a state of madness and fear.

“Hence, for example, the repetitive sandy sound of the synthesizer and the greater harmony chromatics - including the emphasis on the major seventh interval” - says Mikołaj - “The pulse is fairly slow, because the in-game situations in which ‘Bad Feeling’ occurs are not intended to make the player panic or motivate him to run."
Pripyat Residential
Pripyat Residential is the newest location that we added to the game quite recently in the "Ghost Town" update. Our composer and sound designer, Krzysztof Chalusiak, wanted exploratory music to create a sense of communing with Pripyat, in which there are still some secret places and things to discover. It was about capturing the feeling of the space of an abandoned city, a city that speaks to you in its own, mysterious language.

“I chose to use the ethereal sounds of synthesizers because they capture the atmosphere of the abandoned concrete blocks of the city of Pripyat” - says Krzysztof - “The varied timbres of the synthesizers build closer and further planes of the composition, thus constituting the foundation of the whole. Apart from the misty synthesizers, I used themes based on short percussion sounds that added dynamism to the composition and diversified its texture. The additional filtering through a clear echo emphasized the ambivalent atmosphere of this location. Keeping the composition in the higher register was a deliberate measure, I didn’t want the piece to overwhelm the player. At the same time, the transition from a lighter composition to a track more focused on bass tones makes a much greater impression."
This was the second episode of our Chernobylite music series. The third and last one will be released in two weeks. It’s going to be a fresh batch of insights and information. It’s worth the wait, we promise.
[h3]That's it for today![/h3]
Take care, Stalkers!
[h3]Will you join us? Let us know in the comments or on Discord.[/h3]

[h3]Follow our official channels to stay up to date:[/h3]
Like us on Facebook
Follow us on Twitter
https://store.steampowered.com/app/1016800/Chernobylite/
Two weeks ago, we introduced you to the first part of our Chernobylite music series.
https://store.steampowered.com/news/app/1016800/view/3118181596900049384
You enjoyed the material and this makes us very happy. Today, as promised, we present to you the second installment of the series. This time we looked at exploratory melodies, characteristic of the locations visited by Chernobylite’s protagonist - Igor. Again, we give the floor to composer Mikołaj Stroiński, but also to Sound Designer Krzysztof Chalusiak from our studio, who contributed significantly to the creation of the soundtrack.
Moscow Eye
This piece was probably the most complex. Mikołaj wanted to give it - as he says - a specific energy; something that captures the pace between pauses and movements. "There aren't too many sudden changes and intense pulse in the music” - says Mikołaj - “because the world in the game is very addictive and beautifully made. So I didn't want the player to rush, but to get to know this world, admire it and think about it. Of course, the ‘Moscow Eye’ has a pulse. Its goal, after all, is to gently push the character forward and support the development of the plot."
In short: the idea was for the player to admire the world created in the game, and not just to rush ahead with a weapon in their hand. By analyzing the screenshots and recordings of the game that players created, we came to the conclusion that this kind of relaxed exploration of the Zone was thoroughly enjoyed. And the music supports that.

Okay, but what does this music actually sound like? ”The song contains electronic and synthetic sounds, because such sounds can be associated with the Chernobyl disaster and the resulting radioactive pollution” - Mikołaj explains - “Hence, the severity of sounds, which I combined with a developed sound-design as my personal artistic choice, to which I was inspired by the game and the history it contains. The minor chords emphasize the hopelessness and the hardships awaiting the player."
Kopachi Village
While the Moscow Eye is mostly filled with buildings and various structures made of concrete and metal, Kopachi is quite the opposite. How to convey the atmosphere of a place where we’re surrounded mainly by trees and rocks with music? According to Mikołaj, the piece he composed in the first part contains a lot of free space to capture a feeling of longing and loneliness. It was crucial.

"The sounds are in a way similar to those in ‘Moscow Eye’ music - says Mikołaj - “for the reasons mentioned above. There are some extra sounds that create uncertainty and a state that I would call the ‘fear suburb’. After all, Chernobylite is a horror game, and apart from situations where the player is supposed to be very afraid, there are also instances in which he should at least feel uncomfortable. As with the songs above, I used acoustic guitar sounds to ensure the continuity of the soundtrack."
Bad Feeling
The second exploration track for Kopachi and also much darker. Mikołaj explains that in this case, the sound-design and harmony are intended to deprive the player of all hope, emotionally putting him in a state of madness and fear.

“Hence, for example, the repetitive sandy sound of the synthesizer and the greater harmony chromatics - including the emphasis on the major seventh interval” - says Mikołaj - “The pulse is fairly slow, because the in-game situations in which ‘Bad Feeling’ occurs are not intended to make the player panic or motivate him to run."
Pripyat Residential
Pripyat Residential is the newest location that we added to the game quite recently in the "Ghost Town" update. Our composer and sound designer, Krzysztof Chalusiak, wanted exploratory music to create a sense of communing with Pripyat, in which there are still some secret places and things to discover. It was about capturing the feeling of the space of an abandoned city, a city that speaks to you in its own, mysterious language.

“I chose to use the ethereal sounds of synthesizers because they capture the atmosphere of the abandoned concrete blocks of the city of Pripyat” - says Krzysztof - “The varied timbres of the synthesizers build closer and further planes of the composition, thus constituting the foundation of the whole. Apart from the misty synthesizers, I used themes based on short percussion sounds that added dynamism to the composition and diversified its texture. The additional filtering through a clear echo emphasized the ambivalent atmosphere of this location. Keeping the composition in the higher register was a deliberate measure, I didn’t want the piece to overwhelm the player. At the same time, the transition from a lighter composition to a track more focused on bass tones makes a much greater impression."
This was the second episode of our Chernobylite music series. The third and last one will be released in two weeks. It’s going to be a fresh batch of insights and information. It’s worth the wait, we promise.
[h3]That's it for today![/h3]
Take care, Stalkers!
[h3]Will you join us? Let us know in the comments or on Discord.[/h3]

[h3]Follow our official channels to stay up to date:[/h3]


https://store.steampowered.com/app/1016800/Chernobylite/