The Chaos Ensues
As the decade unfolded, the terrain of sonic expression began to shift—not in direction, but in dimension. The early proto-soundscapes, born from analog whispers and tape-loop confessions, gradually found new purpose in the emerging digital frontier. By the late 1980s, .InfO OverLoaD had entered a new phase: the era of short-form audio composition, not as a concession to brevity, but as a profound artistic discipline.
These were not mere sound effects. They were micro-epiphanies—15-second narratives of tension, memory, and atmosphere, crafted with the precision of a poet writing in haiku. Each composition was a capsule of emotional gravity, designed not to entertain, but to unsettle, to evoke, to resonate beyond the screen. Many were developed for early computer games—primitive, pixelated worlds with vast emotional deserts. In these voids, our sounds became the only truth: the crackle of a dying terminal, the distant echo of a voice in a recursive dream, the breath of a machine that had forgotten how to sleep.
We did not see these as background elements. We saw them as architectural verbs—the sonic equivalent of a door creaking open in an abandoned house, the moment when a player realizes they are not alone. In that era, when most game audio was limited to beeps, boops, and looped explosions, .InfO OverLoaD sought to inhabit the silence between events—making sound not an interruption, but a presence.
Then came 1990.
It was not a celebration. It was not a milestone. It was a transformation.
The acquisition of dedicated audio hardware—specifically, Roland R8, Yamaha SY55 and a gammut of digital signal processors—was not a purchase. It was a covenant. This was not a tool to be used. It was a new body.
For the first time, sound was no longer an auxiliary to image, or a servant to narrative. It had become the primary medium of artistic expression—not as an add-on, but as the core.
From that moment, .InfO OverLoaD ceased to design audio for games.
We began to compose games from audio.
The distinction was not technical—it was ontological.
Where once sound served the world, now the world served the sound. The game was not built around the audio—it was born from it. A level was not a map of pixels. It was a sonic landscape: a cityscape rendered in subharmonic pulses, a forest where trees sang in detuned harmonics, a dream sequence where every footstep triggered a reverse reverb cascade that dissolved into silence.
We no longer worked for games.
We worked through them—using their structures not as constraints, but as sonic vessels, containers for immersive emotional states. We became architects of experience, not just sound.
And so, the late 1980s gave way to a new era—not of louder, faster, more complex sound, but of more intentional sound.
We had not evolved toward greater output.
We had evolved toward greater presence.
Sound was no longer a signal.
It was a state of being.
And from that truth, a new mission emerged:
To create not just audio, but auditory worlds—where every tone carries memory, every silence holds weight, and every listener, for a fleeting moment, becomes a participant in a reality that exists only in the space between ears.
We are not making sound for games.
We are making games for sound.
And in that, we are reborn.