
Hey Everyone,
This one has been a much requested dev blog. To celebrate the New Year and our latest update–Grim Protocols–we sat down with Jesper Kyd to discuss his work on creating the music we all love so much. Grab your favourite drink, or snack and dive in for another Darktide 101 blog. Straw Hat: What is your creative process like for Darktide? How is it that you normally approach a track? Do you often have somewhat of a complete idea once we give you a rundown of the level, like with Rolling Steel or Dark Communion? Jesper Kyd: I would say it’s a bit of both. You know, the intuition is certainly there now that I’ve worked on Darktide for a bit. But these last few missions I’ve worked on, the train mission (Rolling Steel) and the cultist one (Dark Communion), certainly are going in a different direction. There’s a lot that still needs to be invented for that, and then added into the Darktide sound. The usual approach is that I get a video of the level and a playthrough with the audio team and then we discuss ideas. I get to soak up the atmosphere and I start to hear in my head what would be really cool. Sometimes, it’s very instant. Like for Dark Communion. For that map, it was instant. I knew exactly what I wanted to do right away.
