Darren Blondin, which you may know by his amazing work on DBlondin.com some years ago is currently working on the sound design of Singularity, an upcoming FPS game from Raven Software. He has published a very intereting article on Singularity’s Developer Diary Blog talking about the sound design of the game, including videos and examples. Check:
Many of the creepy sounds created for Singularity are just recordings of ordinary things that are used in effective ways. Sometimes all it takes is a little player imagination to make players feel tense. For example, under the right circumstances, even the innocent bell-like music of a child’s toy can be a fearful thing. Most sounds grew to life through signal processing, like pitching sounds down to make them bigger and more menacing. On occasion we started off with a sound that was eventually removed; it’s only purpose to help inform us that, “Hey, this type of sound just isn’t compelling enough”. In this Diary, I’ll give a few examples of sounds we started off with and how they were utilized to fit and enhance the unique atmosphere of Singularity.
Thanks to @markkilborn for the link!