Interactive Musical Elements for Gameplay – The Nightmare DLC
November.2018
Read Article
↓
↓

Inside look at designing outside the box
Composing the music for The Nightmare DLC in Shadow of the Tomb Raider was an opportunity to take a fully interactive approach to sound. Unlike a traditional score that plays in the background, this expansion required a sonic system that is woven directly into the game’s mechanics—blurring the line between music and the ancient world Lara traverses.
At the heart of this experience is the massive ancient machine that Lara must navigate. Every movement, puzzle, and shifting structure is sonically interconnected, with music evolving dynamically as she progresses. This wasn’t just about creating an atmospheric score—it was about designing a functional musical system that responds to the player’s actions.
To bring this to life, I built a series of musical building blocks, recorded entirely live using ancient pre-Hispanic instruments—some of which I crafted myself. These elements were designed to feel both organic and mechanical, reinforcing the ritualistic yet ominous presence of the machine.
Now, you can listen to the individual musical elements in this exclusive playlist, which showcases how each layer contributes to the full experience:
DLC DRONE Parts 1-3 – The evolving sonic tension that shifts as Lara moves deeper into the machine.
Death Whistle Group & Growls Group – Unsettling textures that blend seamlessly with the mechanical world, making it feel alive.
Shaker Group, Hit Group, LowDrums Group – Percussive layers that sync with the machine’s movement, reinforcing the sense of progression.
Horns Group & FluteHorns Group – Bold, ceremonial elements that signal key moments of traversal and transformation.
This system was carefully designed in collaboration with visionary Audio Director Rob Bridgett, ensuring that the music is not just a backdrop, but a fundamental part of the gameplay itself. Many of these elements were also integrated into the game’s sound design, creating a seamless fusion between score and environment.
To hear it all in action, check out a full gameplay walkthrough, where you can experience how these elements dynamically adapt in real-time.
The result is a score that doesn’t just accompany Lara’s journey—it is the journey, embedded within the machine she must conquer.
SHARE ARTICLE