


“Moods” or “underscore”, will carry the music feeling for extended periods of time in a more adaptive fashion, with random and unpredictable sections that connect seamlessly and extend the duration of a piece in a less distracting way.The result of this system is a delicate balance between 3 components: Last but not least and for the first time ever, we are bringing forward a new concept for our Music Manager handling that we call the “ Music Density System”.

VICTORIA 3 PLATFORMS FOR FREE
The rest includes a complete remaster, with new live performance recordings for the Victoria 2 Soundtrack, which will be given for free to all pre-orders as a bonus. Some of this music you can already listen to by searching for it on all major digital streaming platforms, such as Spotify, Apple Music, or Youtube. The result is over 2 hours of music that will help you feel right in the middle of the 19th century. I’m talking about Håkan Glänte, Audinity (Yannick Suß and Robin Birner), and our own Andreas Waldetoft. For Victoria 3 we teamed up with some of our most trusted partners to come up with a soundtrack that truly captures the style and feel of the era. We know how much our fans love it, and how much of a central part of “setting the right atmosphere” they play. Soundtrack Paradox Games always have had great soundtracks. This amount of iteration and passion has made it possible to bring you an experience we truly hope you’ll enjoy as much as we have while building it. There’s a general misconception that “ Audio comes last”, and while this is typically at least partly true, ( when it certainly needs to wait for some other assets to be done to add sound to them for instance, or when it comes to the final mix) a project as big and ambitious as Victoria 3 has had several internal “last” stages where systems and content have been considered “ done”, only to be refined and polished, several times before you get to see it on your game libraries.įor us in the Audio team, this means that we have been constantly evolving our way of approaching all the different aspects of the game several times in the last few years, every time thinking that we had it! Only to realize we could do it better. Depending on the scope of the project, it will involve dozens of different disciplines through its pre-release life cycle: Game Design, Programming, 3D Art, 2D Art, QA, and UI/UX… just to name a few. Today I’m excited to talk to you about Victoria 3 and some of the work we’ve been doing for the soundscape of our most anticipated title yet!Īs you all know, a video game takes a long time to be made, and it goes through multiple development stages, from pre-production all the way to release. IntroHi! My name is Franco Freda, and I’m Head of Audio at Paradox Interactive.
