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How to make a scary horror movie without jump scares – tips from Ice-Pick Lodge's audio director, how to make a good horror movie, the rules of good horror, how to make a horror film

How to make a scary horror movie without jump scares – tips from Ice-Pick Lodge's audio director, how to make a good horror movie, the rules of good horror, how to make a horror film

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In 2020, during the Keep Calm, Do Games online festival, Ice-Pick Lodge audio director Vasily Kashnikov gave a lecture on creating horror games without jump scares and loud sounds. In his presentation, he systematized the experience gained while working on projects such as The Void (Turgor), Knock-Knock (Knock-Knock), and Pathologic 2 (Pathologic). We present the main ideas and conclusions from Vasily's lecture, which may be useful for game developers looking to create atmospheric horror without the usual techniques.

Vasily Kashnikov is a significant figure in his field. His achievements and contribution to the development of the profession do not go unnoticed. Kashnikov demonstrates a high level of professionalism and dedication to his craft, making him a respected figure among his colleagues and students. His expertise covers a wide range of topics, allowing him to share valuable knowledge and experience. Through his commitment to self-improvement and learning, Vasily Kashnikov creates unique opportunities for growth and development for both himself and those around him.

To deeply understand the techniques discussed in this lecture, it is important to analyze the key elements of the horror genre and understand what draws players and viewers to this genre. Horror creates an atmosphere of tension and fear using various techniques, such as sound design, visual effects, and plot twists. These elements work together to evoke powerful emotions in the audience, which is what makes horror so popular. Understanding these components will help you better perceive and appreciate the techniques used in the genre, as well as their impact on the perception of the story and characters.

What makes up a horror story?

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Curiosity

Everyone is familiar with the saying, "Curious Barbara got her nose ripped off at the market." In the horror genre, the plot often begins with the protagonist showing an excessive interest in abandoned houses, cemeteries, mysterious boxes, and other enigmatic objects. This curiosity subsequently leads to fear and danger. Interest in the unknown and the otherworldly becomes the catalyst for events that unfold in a gloomy atmosphere. Horror is in demand precisely because it explores the boundaries of human curiosity and the consequences it can entail.

Screenshot: Song of Horror 2 / Protocol Games

Fear

Fear has various manifestations and is classified into several categories. It is important to understand that each type of fear can affect a person's behavior and mental state. The main categories of fear include phobias associated with specific objects or situations, as well as more general fears, such as fear of the future or fear of failure. By analyzing the different types of fear, you can better understand their causes and ways to overcome them. Understanding your fears is a key step to personal growth and mental well-being.

  • First of all, it is generated by the unknown, the expectation of some unpredictable changes. This subtype of fear is not obvious, but it is constantly present in a person.
  • Fear of losing loved ones is based on a developed sense of empathy. Otherwise, a person is only afraid of losing their own life.
  • Fear of failure (fiasco) appears when the planned action may end in failure. This technique becomes the "fuel" for any story about saving the world. It is possible that ultimately curiosity will not be satisfied.
  • The depiction of blood, violence, and dead bodies is the most direct way of expressing fear. It will affect a larger number of people, since aversion to such content is genetically programmed in humans.
Screenshot: The Beast Inside / Illusion Ray Studio

Reward

A reward is essential in every horror game. If the plot develops without meaning or morality, the viewer or player will ultimately feel empty. Therefore, games and films must have some kind of "icing on the cake" - an element that brings satisfaction and closure. Rewards can come in the form of unexpected plot twists, deep characters, or moral lessons that enhance the overall experience and make the work memorable. This creates an emotional connection and leaves the viewer or player with a sense of closure.

  • It can be a solution that allays initial curiosity. Against the backdrop of an oppressive atmosphere, it will be a successful conclusion to the story. The success of the project depends on the explanation of the solution. This is a good dramatic move, but we must remember that an open ending will not appeal to everyone.
  • Overcoming fear can also be a reward. If a player completes a game, experiences all the tense moments, and isn't scared, their self-esteem rises.
  • This category includes new knowledge. During the game, the player experiences a range of emotions. If they are a spectator, they observe the character's reactions and actions in the given situation. Either way, the recipient gains a new experience that will remain in their memory. Whether it lasts or not depends on its significance. And the experience itself directly depends on the level of the project.
Screenshot: Pathologic 2 / Ice-Pick Lodge game

Based on all of the above aspects, with the exception of remuneration, which is a complex element, the sound engineer, sound designer and The composer selects instruments to create the desired atmosphere. The game designer is also encouraged to participate in this process, at least on a basic level, to contribute to the sound concept. This collaboration allows for a more harmonious and cohesive audiovisual experience for the game, significantly increasing its appeal to players.

Curiosity

The proverb "The curious Barbara got her nose ripped off at the market" well illustrates the classic horror formula, where the protagonist shows an excessive interest in abandoned houses, cemeteries, and mysterious objects. This curiosity, initially seemingly harmless, eventually leads to fear and horror. Horror stories are often built on how exploration of the unknown turns against the explorer, generating increasing tension and anxiety.

Screenshot: Song of Horror 2 / Protocol Games

Fear

Fear has many manifestations and is classified into several categories. There are basic types of fear, such as fear of the unknown, fear of loss, fear of failure, and social fear. Each of these types can have a significant impact on a person's behavior and emotions. Understanding the different categories of fear can help overcome them and improve the quality of life.

  • First of all, it is generated by the unknown, the expectation of some unpredictable changes. This type of fear is not obvious, but it is constantly present in a person.
  • Fear of losing loved ones is based on a developed sense of empathy. Otherwise, a person is only afraid of losing their own life.
  • Fear of failure (fiasco) appears when the planned action may end in failure. This technique becomes the "fuel" for any story about saving the world. It is possible that ultimately, curiosity will never be satisfied.
  • The image of blood, violence, and dead bodies is the most direct way to depict fear. It will affect a larger number of people, since aversion to such content is genetically programmed in humans.
Screenshot: The Beast Inside / Illusion Ray Studio game

Reward

In every horror project, it is important to provide viewers or players with a reward for their emotional investment. If the plot develops without any moral or meaningful outcome, it can lead to feelings of emptiness and disappointment. An important aspect is the "icing on the cake" that serves as a moral or emotional closure to the story. This may not only be a finale with a positive outcome, but also the realization of deep truths that the viewer or player can draw from the experience. The presence of such a reward makes the horror more memorable and meaningful, and also enhances its impact on the audience.

  • This may be a solution that neutralizes the initial curiosity. Against the oppressive atmosphere, it will become a successful conclusion to the story. The success of the project depends on the explanation of the solution. This is a good dramatic move, but we must remember that an open ending will not appeal to everyone.
  • Overcoming fear can also be a reward. If a player completes the game, experiences all the tense moments, and isn't afraid, their self-esteem rises.
  • New knowledge falls into this category. During the game, the player experiences a certain range of emotions. If they are a spectator, they observe the character's reactions and their actions in the given situation. One way or another, the recipient gains a new experience that will remain in their memory. Whether it lasts or not depends on its significance. And the experience itself directly depends on the level of the project.
Screenshot: Pathologic 2 / Ice-Pick Lodge game

Based on all of the above aspects, with the exception of remuneration, the sound engineer, sound designer, and composer select tools for creating necessary atmosphere. The game designer is also encouraged to participate in this process, at least at the basic concept level. This collaboration fosters a deeper understanding of game mechanics and allows for the creation of a harmonious soundtrack that enhances the overall gaming experience. Integrating sound elements into gameplay requires attention to detail and collaboration between all team members, which ultimately results in a higher-quality product.

Tools for Creating Fear, Anxiety, and Suspense

Scarecrow

Scarecrows in films and games are based on creating fear through visual imagery. Most often, these are frightening elements, such as blood or ghosts, which are enhanced by audio screamers—sharp, loud sounds that disrupt the silence. An important technique is the jumpscare, which is a buildup of tense music or sounds ending with a sudden, loud jump scare. Although used for many years, this technique remains popular in modern projects. Instead of delving into the details of using jump scares, it is worth paying attention to more complex techniques for creating an atmosphere of fear, which can be more effective in conveying the emotional impact on the viewer.

Screenshot: game Visage / SadSquare Studio

Dramatic Technique

  • One such approach is to create tension through the anticipation of something terrifying. This is achieved through the use of pauses and changes in the saturation of the audio scene. This mainly concerns playing music or creating a semi-interactive scene with a large number of active emitters that produce specific sounds. If they are running all the time, they will eventually become part of the environment.
  • But if you work with pauses and place them in the right places, you can sublimate the jump scare and approach the process more subtly. For example, instead of showing blood and guts, leave a note. When the player stumbles upon it, an oppressive silence ensues. Thus, at one point in "Knock-Knock-Knock," a low-frequency hum is implemented, while the background of the rest of the scene is muffled.

  • This also includes changing the saturation of the audio scene - this is a technique with switching that creates discomfort for the human brain. For example, a lone musical part (synthesizer, organ, violin, orchestral), increasing in volume during complete silence or background accompaniment, gives the player a sign that some action is about to happen.

These effects are intended to create an atmosphere of "screamers without the screamers" and are actively used in various projects.

Rhythmic Pattern

Resource-related stress is a pressing issue in modern society. It occurs when available resources, such as time, money, or energy, do not meet a person's needs and expectations. This type of stress can manifest itself in various areas of life, including work, personal relationships, and financial management. Understanding the causes and consequences of resource-related stress allows you to develop effective strategies for minimizing it. Time management, budgeting, and setting realistic goals are key steps to reducing stress and improving quality of life.

  • There is a time resource—a rapidly accelerating tempo. It is represented by monotonous beats that can be varied in tempo. Or not varied—if a sufficiently nervous rhythm has already been chosen. The technique works well on the perception of time and suggests when to speed up or slow down, which causes dissonance. This creates a certain emotional state in the player.
  • The health resource is generated when a rhythmic pattern is activated. Many games use this technique—for example, when health is low, a heartbeat sound is triggered. If desired, it is possible to integrate any sounds related to the game setting and audio scene.
Screenshot: Don’t Be Afraid / Hydra Games

Invisible Noise

A simple technique that effectively combats the feeling of fear of a stranger in the house is used in the game "Turgor." The game features two locations: Olya and Yana's apartments, in which emitters of sound events, such as footsteps and breaking dishes, are installed. It is important to note that only the heroines themselves are in these rooms. This creates the effect of the presence of a parallel reality, which has been noticed by many players. Sound design technology enhances the atmosphere of the game and immerses users in a unique gaming experience, evoking a feeling of anxiety and uncertainty.

Special Effects Synthesis

The synthesis of noises that cannot be perceived simultaneously plays an important role in changing the player's perception. These noises disrupt the usual understanding of the world, taking them out of their comfort zone. Creating dissonance helps achieve the desired effect and change the emotional state of the participant. Thus, the use of sound effects becomes a key element in creating a unique gaming experience.

  • Low-frequency modulations. The human body immediately reacts to low-frequency bass with a release of adrenaline and other hormones. This can provoke a certain stressful state, ranging from anxiety to animal fear.
  • Noise layering. Radio hissing and crackling—all of this has been well-known since the days of Silent Hill and is still relevant today. Noise can be dynamically modified depending on the task at hand. For example, when creating the sound of wind with a threatening, eerie, otherworldly context, noises with frequency filters (increasing the frequency cutoff with resonance) can be helpful. The result is an excellent howling wind with a whispery undertone. Noise can be added anywhere, but in moderation. Otherwise, you'll end up with a noise concert, which is a completely different realm of entertainment.
  • FM synthesis is frequency modulation. If you look at a sonogram using such modulations, then, depending on the modulations applied, numerous small peaks will form. The senses perceive these peaks as a simple tremor, but not as a physical tremor, but rather as a mental state. FM synthesis works well in combination with low-frequency modulations, which gives the effect of otherworldly noises.

"The Uncanny Valley"

This technique requires a careful approach to the use of sounds. It is important to understand that the perception of sound occurs mainly at mid and high mid frequencies up to a certain threshold. There is a special category of sounds that can create a nervous atmosphere in these ranges. Such sounds include creaks, scrapes, rustles, and sighs. Optimally, they are organized in their own frequency range. We should not forget about pauses, which also play an important role and are related to dramatic devices. The correct use of sounds and pauses can significantly enhance the emotional perception and atmosphere of the work.

Effects

Basic audio effects include chorus, reverb, delay, and audio reverse. Although the use of effects is considered a basic method of audio processing, its importance cannot be underestimated. These effects allow you to distort the sound of musical instruments, creating unique samples. Audio reverse, in particular, is effectively used in the context of voiceover. It is not simply playing sounds in reverse, but an entire process that includes modifications and processing. For example, if you reverse a voice, then apply reverb and play it back normally, the result will sound mysterious and otherworldly. With these effects, you can flexibly customize the sound, modeling sounds to achieve the desired quality and level of distortion.

Screenshot: Layers of Fear / Bloober Team game

All of these tools are ideal for managing the emotional state of players and spectators. Techniques can be combined, added one at a time, or used simultaneously and then gradually switched off. This systematization will significantly simplify the creation of an original soundtrack for horror games, even if you have been working in this field for a long time. Optimal sound design contributes to the creation of a tense atmosphere, which increases immersion in the gameplay and increases the level of engagement.

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Scarecrow

In the case of a scare, fear is based on visual impact. Most often, this is expressed through frightening images, such as blood or ghosts. A scare is accompanied by sharp and loud sounds that break the silence and intensify the effect of fear. The jumpscare technique, in which tense music or sounds build up, ending with a sudden scare, is also widely used. This technique, although classic, remains relevant in modern projects. Instead of delving into the details of this method, it is worth paying attention to more complex techniques for creating fear and tension in visual content.

Screenshot: Visage game / SadSquare Studio

Dramatic Technique

  • One such approach is to create tension through the anticipation of something terrifying. This is achieved through the use of pauses and changes in the intensity of the audio scene. This mainly concerns playing music or creating a semi-interactive scene with a large number of active emitters that produce specific sounds. If they are running all the time, they will eventually become part of the environment.
  • But if you work with pauses and place them in the right places, you can sublimate the jump scare and approach the process more subtly. For example, instead of showing blood and guts, leave a note. When the player stumbles upon it, an oppressive silence ensues. Thus, at one point in "Knock-Knock-Knock," a low-frequency hum is implemented, while the background of the rest of the scene is muffled.

  • This also includes changing the saturation of the audio scene—a switching technique that creates discomfort for the human brain. For example, a single musical part (synthesizer, organ, violin, orchestral), swells in the face of complete silence or background accompaniment, signals to the player that some action is about to occur.

These effects are designed to create atmospheric tension in "screamers without screamers" and are widely used in various projects. They enhance emotional perception and immerse the viewer in a disturbing atmosphere without resorting to harsh visual or audio effects. These techniques help create unique, memorable experiences that leave a strong impression.

Rhythmic Pattern

Stress associated with limited resources has a significant impact on a person's psychological state and behavior. Limited resources, such as time, money, or energy, can cause feelings of anxiety and worry. Under resource constraints, people often feel pressured, which can impact their productivity and overall well-being. Understanding the nature of this stress and developing strategies for managing it can help reduce the negative consequences and improve quality of life. It is important to learn how to effectively allocate available resources and find ways to optimize them, which will allow you to cope with emerging difficulties and minimize stressful situations.

  • There is a resource of time - a rapidly accelerating tempo. It is represented by monotonous beats that can be varied in tempo. Or not varied - if a sufficiently nervous rhythm has already been chosen. This technique works well to improve time perception and prompts when to speed up or slow down, which creates dissonance. This creates a certain emotional state in the player.
  • Health is gained when a rhythmic pattern is activated. Many games use this technique—for example, when health is low, a heartbeat sound is played. If desired, it is possible to integrate any sounds related to the game setting and audio scene.
Screenshot: Don’t Be Afraid / Hydra Games

Invisible Noise

An effective technique for coping with the fear of a stranger's presence in the house is used in the game "Turgor." This game features two locations: Ole and Yani's apartments, where emitters of sound events, such as footsteps and the sound of breaking dishes, are installed. It's important to note that only the characters themselves are in these rooms. This creates a unique effect of the presence of a parallel reality, which has been noticed and appreciated by many players. The use of sound effects in the game significantly enhances the atmosphere and immerses the player in a world where fear and tension become part of the gaming experience.

Special Effects Synthesis

The synthesis of noises that cannot be perceived simultaneously plays a key role in changing the player's perception. These sound elements disrupt the familiar picture of the world, taking the player out of their comfort zone and creating the dissonance necessary to achieve the desired effect. This approach not only enhances the emotional impact on the player, but also promotes a deeper immersion in the gaming environment, creating a unique experience of interaction with the game.

  • Low-frequency modulations. The human body immediately reacts to low-frequency bass with a release of adrenaline and other hormones. This can provoke a certain stress state, ranging from anxiety to animal fear.
  • Noise layering. Radio hissing and crackling—all of this has been well-known since the days of Silent Hill and is still relevant today. Noise can be dynamically modified depending on the task at hand. For example, when creating the sound of wind with a threatening, eerie, otherworldly context, noises with frequency filters (increasing the frequency cutoff with resonance) can be helpful. The result is an excellent howling wind with a whispery undertone. Noise can be added anywhere, but in moderation. Otherwise, you'll end up with a noise concert, which is a completely different realm of entertainment.
  • FM synthesis is frequency modulation. If you look at a sonogram using such modulations, then, depending on the modulations applied, numerous small peaks will form. The senses perceive these peaks as a simple tremor, but not as a physical tremor, but rather as a mental state. FM synthesis works well in combination with low-frequency modulations, which gives the effect of otherworldly noises.

"Uncanny Valley"

This technique requires a careful approach to the use of sounds. It is important to consider that the perception of sound occurs at mid and high mid frequencies up to a certain threshold. There are sounds that create a tense atmosphere in these ranges, such as creaks, scratches, rustles, and sighs. Optimally, if they are organized in their frequency range. Pauses should also be considered, as they are an important element of dramaturgy and can enhance the perception of a sound series. Correct use of these elements will help create a deeper and more expressive sound palette.

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