Video Game · Auto Battler

What The Funge

UI Sound Design · Music
UI sound design and music for What The Funge. The isolated music sections are at the end.
The project

What The Funge, an auto battler. April 2024 saw its final free-to-play tournament, with a prize of 150 Prime, worth roughly $3,000 USD at the time.

The UI approach

Consider what menu navigation is really doing, the psychological triggers UI sound is meant to leverage, and apply those principles to the ritual of consuming a drink: opening and pouring liquid from a glass bottle, pulling a bottle from the case, dropping the empty back in. That is the language behind the UI SFX in the game’s Lounge Menu: familiar, tactile, and satisfying in a way generic clicks never are.

The source

None of it is a click library. The whole UI palette was performed and recorded, then tuned to the menu.

Materials: Glass bottles · Beer and soda pop · Pouring · Bottle case · Empties going back in

The music

All music composed with East West Opus and Addictive Drums 2. Scored in jazz and funk, or big room jazz as I call it: a full band sound with the space of a real room around it, swinging rather than gridded. In game terms it is casual game music, which has to stay likeable for hours because the player hears it on a loop.

It is the hardest thing to fake. Nobody forgives synthetic drums the way they forgive a synthetic orchestra, so the tells are the ones a programmer skips: a kit that changes weight when it gets loud, a bass that sits slightly behind, horns that breathe between phrases, and an arrangement that leaves room instead of filling every bar.

Want a sound like this for your world? Let’s give it a voice nobody else has.

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