[p]Welcome to another entry in our Dev Blog series, where we take you behind the scenes of Escape Simulator 2 development. In these posts, we introduce new systems, tools, and features coming to the game.[/p][p]Today’s post is all about music and sound. It’s written by
Saša (
Sasha), our sound designer and music producer. [/p][p]With a diverse background spanning electrical engineering, mechanical technician work, and teaching, Saša brings a unique set of skills to his craft. His extensive experience as a DJ and music producer fuels his passion for audio experimentation, evident in the custom MIDI controllers and DIY instruments he creates.[/p][p][/p][p]
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Hey! I’m Saša.[/p][p][/p][p]
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From the outside, my life choices might look a bit… random. I’ve thought the same myself a few times. But somehow, every weird turn ended up leading back to music.
[/p][p]By the end of my school years, I had managed to become an electrical engineer, a mechanical technician, and a teacher. Basically, a walking toolbox with a lesson plan. Along the way, I built custom MIDI controllers and DIY instruments; stuff I probably wouldn’t have dared to try if I hadn’t gone down that wild educational path. Turns out, knowing how things work makes using them way more fun.[/p][p][/p][p]
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[/p][p][/p][p]And the teaching part? I’ve just always loved explaining things (sometimes too much, if you ask my friends).[/p][p]Music, though - that’s been the main thread through everything. I’ve been in bands since elementary school, started DJing and producing in high school, and never really stopped.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]
Saša, in his full DJ-ing element[/p][p][/p][p]So when a friend asked me if I wanted to make music for his game, I didn’t even blink.[/p][p]And here I am today; working on Escape Simulator 2! Life is weird. But it kinda rocks.
[/p][p]Everyone at Pine Studio is excited for Escape Simulator 2! And me? I’m over the moon! Seriously, this project is a sound designer’s dream.[/p][p][/p][p]There’s so much more room this time to really carve out a story with sound effects and music. The artists are creating these absolutely stunning, atmospheric scenes… and now it’s my job to make sure the audio lives up to that level. No pressure, right?[/p][p][/p][p]The vibe is definitely darker than Escape Simulator 1, so the sound and music need to match that intensity. Creaks, echoes, mysterious tones - you name it. It all has to help pull players into the world and keep them on their toes.[/p][p][/p][p]And honestly? I’m loving every second of it.[/p][p]
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2. From Beats to Ambience[/h3][p][/p][p]My time as a DJ and electronic music producer turned out to be way more useful than I expected when I got into game audio. Sure, the formats and goals are different, but there’s a ton of transferable knowledge.[/p][p][/p][p]As a DJ, you're constantly reading the room. People's body language becomes your feedback loop—it tells you when the energy is dipping, when it’s time to change the vibe, or when you’ve got them hooked. Over the years, you develop a kind of sixth sense: when to switch things up, when to hold back, and how to keep things flowing without boring the crowd.[/p][p][/p][p]That same instinct applies to game music. You’re still asking the same questions: Is this too much? Too little?[/p][p][/p][p]And of course, track selection matters! Every music producer wants to sneak in their cyberpunk bangers, but let’s be real: not every scene needs neon synths and heavy basslines. Sometimes the best soundtrack is the one that doesn’t steal the spotlight, but subtly enhances the moment. Knowing when to go big, and when to stay out of the way, that’s a lesson DJing drilled into me.[/p][p][/p][p]In the end, it’s all about reading the room: whether it’s a sweaty dance floor or a mysterious sci-fi corridor.[/p][p]
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3. Darker Themes, Deeper Sounds[/h3][p][/p][p]Escape Simulator 2 is a whole different beast compared to the first game. The music had to evolve—a lot. [/p][p]While Escape Simulator 1 mostly lived in that cozy, chill-out zone (with a few exceptions), ES2 is darker, moodier, and carries a heavier emotional weight.[/p][p][/p][p]This time around, the music isn’t just there to relax the player. It has a new job. It needs to create tension, a subtle sense of unease, like something’s just a little bit off. Not outright scary, and definitely not panic-inducing, but just enough to make you wonder: “Wait… what’s behind that door?”[/p][p][/p][p]That’s been the biggest challenge so far; writing music that balances perfectly between chill and creepy. It has to sit right in that sweet spot where the player feels intrigued, not overwhelmed. Honestly, walking that line has been both tricky and incredibly fun.[/p][p][/p][p]Working on ES2’s soundtrack has been an amazing experience. It’s let me stretch creatively and express myself in totally new ways. [/p][p][/p][p]
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[/p][p][/p][p]I’ve never been afraid to make weird, custom instruments to get the sounds I want. But then someone from our Discord community upped the ante and said, “Hey… what if we used a ship foghorn as an instrument?”[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Challenge accepted.[/p][p][/p][p]We now have a custom foghorn instrument! And yes, it made it into the pirate ship scene. Because why not?[/p][p][/p][p]When it comes to making music for ES2, it turns out the rule is: if it works, it works. Nothing’s off limits. And that’s what makes this project such a joy to be a part of.[/p][p]
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4. Behind the Scenes: Designing Sound Effects[/h3][p][/p][p]Creating sound effects for Escape Simulator 2 is its own kind of challenge. You’re constantly juggling—music, sound design, and waiting for the levels to be ready so you can actually plug everything in. So when it's finally time to dive into SFX, you’ve got to be fast, focused, and still make sure the sounds actually fit the scene.[/p][p][/p][p]To help with that, I’ve built my own Frankenstein-ed version of Reaper DAW, stitched together with custom scripts and shortcuts tailored to my workflow. It’s weird, probably terrifying to anyone else, but it lets me move quickly and stay in the zone when time is tight.[/p][p][/p][p]But when the schedule loosens up a bit? That’s when sound design becomes pure fun. Like recording bubbling sarma because you need the sound of a witch’s cauldron (true story), or sprinting outside in the middle of a storm just to capture that perfect howling wind. [/p][p][/p][p]
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[/p][p][/p][p]Or maybe you’re out for a peaceful walk, hear a bunch of crows in the distance, and suddenly realize you’re in the middle of a beautifully eerie, empty soundscape, with no cars, no people. Just you, nature, and your recorder. Priceless.[/p][p][/p][p]Those are the moments where game audio feels like a mix of science, art, and a little bit of madness, and I wouldn't have it any other way.[/p][p][/p][h3]
5. Integrating Music and Gameplay[/h3][p][/p][p]Escape Simulator 2 is bigger in every possible way; especially when it comes to level size and atmosphere. The scenes are more expansive and visually rich, which means the music has to do more to support that world-building.[/p][p][/p][p]In Escape Simulator 1, one music track often did the job. But with ES2’s larger and more complex environments, a single track isn’t always enough to capture the tone or keep things engaging. Sometimes multiple pieces are needed for a single level, each carefully chosen to match the specific vibe of different areas or moments.[/p][p][/p][p]Thankfully, the audio system has gotten an upgrade too, giving us more control and flexibility. [/p][p][/p][h3]
6. Personal Favorites: Tracks and Moments[/h3][p][/p][p]It’s hard to pick favorite tracks so far, but if I had to, I’d say I really loved working on the Dracula theme. There are a few music cues in there that I’m genuinely proud of. Creepy, dramatic, just the right amount of gothic flair.[/p][p][/p][p]But at the same time… making music for the pirate levels was just pure fun. I finally got the perfect excuse to break out my custom Kontakt accordion instrument and dive into some sea shanty territory. It was chaotic, quirky, and totally enjoyable. Honestly, how often do you get to write spooky vampire music and pirate tunes in the same project?[/p][p][/p][h3]
7. Closing Thoughts[/h3][p][/p][p]What to say at the end… hmm, let’s go with this:[/p][p]
I really hope you enjoy Escape Simulator 2 as much as we’re enjoying making it. It’s been a wild, creative ride, and we’ve poured a lot of love (and weird sound recordings) into it.[/p][p][/p][p]Live long and prosper 🖖[/p][p]
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