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Meet Rob

Ahead of the launch of our soundtrack next Wednesday (get hype), we thought we’d check in with Rob, our audio designer. Our reporter sat him down and quizzed him on what makes him tick (and beep, and ding, and whistle).

Who are you and what do you do?

I am Rob Glenister, the audio designer at Netspeak Games. My role involves creating music, sound effects, and implementing audio into the game.

Additionally, I'm responsible for creating sounds for our social media content, which can sometimes result in our strangest creations. Just the other day a member of our community team said “Give me a kick and a high hat sound” and when I asked why he said “You don't want to know, just give me the sounds and then you’ll see!” And then this frog video came out on Tiktok and, well, I think it speaks for itself. Never a dull moment!

What’s a normal day like for you?

A typical day starts with me checking what other departments, particularly the art and game design teams, are working on, and what audio needs they have. I divide my week to cover different disciplines. I have dedicated days for music, sound effects, UI sound, and social media. The list is never-ending so you’ve got to be smart with how you tackle it.

What sorts of tools do you use?

So, in front of me I have a laptop with an Unreal workstation and a studio computer with ProTools for audio creation. On my right I’ve got a MIDI keyboard/controller, and on my left I’ve got a guitar. I also keep a box of random percussion instruments nearby, including my most extravagant purchase of all time, an £18 luxury egg shaker. It sounds silly, but after I tried it, I realized I could never go back to a normal one!

To be honest, it’s a bit of a controlled-chaos style environment, but I think that’s just how my mind works. I like having it all there so I can immediately jump on whatever needs doing. I think working at Netspeak has taught me to streamline this chaos.

What makes Netspeak a special place to work?

I love how diverse it is and just how wildly skilled and talented everyone is. I’m always seeing other people’s work and just being amazed at what they can do. We're a very open, friendly, anti-crunch company, we're all really hard working and passionate and we all share the same goal. It's really easy to work in this environment. It's so supportive. It's kind of like paradise when I compare it to everywhere else I've ever worked in my life.

What have you done recently that you’re proud of?

We're about to release the soundtrack, and I couldn't be prouder. Having an album with Rob Glenister on it and collaborating with the amazing art team for the artwork is a surreal experience. The art is absolutely gorgeous. It makes me emotional when I look at it. It's a bucket list achievement and a joy to be able to share it with the world.

Who’s your favorite character in Sunshine Days?

My favorite character’s Spud. I mean this positively, but he's the weirdest, and I'm always intrigued by what makes him tick. I'd love to get to know him better and uncover his story. What’s his deal?

What would you say to an aspiring audio designer?

If you're aspiring to be a game audio designer, sound designer, or composer, here's my advice: Embrace the attitude that you are already in that role. Don't consider yourself an aspiring artist; instead, fully commit to your craft. You've got the skills, you've decided this is it and then you just attack it. Share your work however you can with anyone that wants to listen.

I'd also encourage you to not try and emulate other people, try and work out what your niche is, what your style is because that will make you stand out.

Lastly, always maintain a positive mindset and never give in to self-doubt. You want to create that energy of wanting to always create and share. Everyone has self doubt, even greats like Danny Elfman, and you’ve just got to power through it.

Lastly, what’s your friend code in Sunshine Days?

7089 4500 6419. Come and look at the maze I created!

Screenshot_20230526-143637_Sunshine Days