About the game

Little Goody Two Shoes is a game developed by AstralShift and published by Square Enix in 2023. It offers a fairy tale horror adventure experience with a dark twist. Players assume the role of Elise, an ambitious girl determined to become rich and escape her humble life in the village of Kieferberg.

“Little Goody Two Shoes stands as a remarkable achievement in the RPG Maker-style horror genre, pushing boundaries and setting a high standard for indie game development.”
9/10 – Noisy Pixel

Set in a hand-painted fairy tale environment, the game features 10 possible endings based on players’ choices and actions. During the day, players strengthen Elise’s bonds with her fellow villagers and work to make a living through fun minigames. However, once the moon rises, players must ensure Elise remains fed, healthy, and sane during encounters with deadly foes as she ventures into the Woods.

Landscape view from the mountains featuring a distant castle.

About my role

In this project, I was tasked with creating ambient sounds and sound effects throughout the game. This included crafting ambiences for specific locations on the map, designing sounds for mini-games, creating audio for scary interactions, and developing soundscapes for entire scenes.

The sound design work for this game was quite diverse, incorporating realistic sound effects, stylized sounds tailored to match the game’s theme and vibrant art style, and lo-fi sounds featured in mini-games.

A gameplay sreen capture.

For example, there are lifelike sounds such as birds chirping and wind blowing, which create a natural ambience. The stylized sounds were meticulously crafted for characters, monster encounters, and environmental elements, enriching the game’s atmosphere. The mini-games feature a retro style reminiscent of early 80s games and are presented through classic arcade cabinets. To recreate the experience of playing games from that era, I designed the sound effects in a lo-fi 8-bit style.

A mini-game arcade cabinet in Little Goody Two Shoes.

In this project, I was also responsible for implementing sounds using FMOD, a game audio middleware that I’m well familiar with. This involved setting up events, defining parameters for game programmers to manage, applying sound processing, and mixing the sounds to ensure they blend seamlessly into the game environment.

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