Show notes
Most of us rely on sight to parse levels into individual elements, setpieces, segments, and so on. Soundvoyager has sparse visual elements, more as hints and aids than hard elements--what you're really interacting with is a soundscape. How does level design come across when conveyed by sound rather than sight?
Additionally, audio game developer CAE Jones speaks on a wide range of topics concerning the development and design of audio games. You can find his games here.

