Magnetic: Cage Closed – The Video Game

The Sound Design of Magnetic: Cage ClosedMagnetic: Cage Closed (available on Steam) started out as a school project at the University of Skövde, Sweden. We continued developing the game after school and won the award for Best Technical Execution at the Swedish Game Awards 2014. Here we also got nominated for Best Audio Execution. I remained the audio designer for the game even though I’m not employed at Guru Games, which is the company all members (audio/music excluded) started up in 2014. More information about the game can be found on Guru GamesFacebook and Indie DB.

Magnetic Gun

The Sound of the Magnet Gun

The Magnet Gun is the main tool you as a player have in the game Magnetic. My goal was to create a vibrant, responsive sound that also gives a clear indication of how much power is applied with the Magnet Gun.

The sound is built up from recordings of electric drills, screwdrivers, buzz from a refrigerator, an electric door opener and more.

Static short loops of these sound sources are modulated with real time effects in FMOD, like for example the built in Legacy Tremolo effect.

The video shows the sound implemented in the game and also tells a bit about how I created the sound in FMOD.

Main Door

The Main Door Sound

The main doors in Magnetic are primarily made out of metal. They're mechanically motorized and heavy.

The sound is built up from recordings of trains, a washing machine, chains dragged over metal, a ticking bicycle, drawers opening and closing, a camera lens motor and more.

It's designed in my DAW to a playblast video. The finished sound in FMOD just triggers a mono audio clip thus only using one of FMOD's audio channels.

The video shows the sound implemented in the game and also tells a bit about how I created the sound in my DAW.


The Lever Sound

The sound of the levers is built up from recordings of metal scraping, door handles and and different door locks.

My aim was to make it sound sturdy, unbreakable and and not very user friendly.

The video shows the sound implemented in the game, how I first designed it in my DAW and then later further added elements to the sound in FMOD.


The Seesaw Sound

The seesaws in Magnetic are large and made out of metal. It was important for me to make a dynamic sound that well represents the speed of which the seesaw is moving.

The slam sound of the seesaw hitting the stop blocks and the sound of when the seesaw is moving are two separate sound events in FMOD. The sounds are built up from looped recordings of stones dragged onto metal plates, stones dropped into a metal bucket and creaking sounds from a chair.

The video shows the sound implemented in the game and also tells a bit about how I created the sound in FMOD.

Glass Doors

The Glass Door Sound

The motors struggle with opening the heavy unbreakable glass doors. Each time the door is opened, the hard working motors sound a bit different.

The sound is built up from recordings of an electric mixer, the buzz from a refrigerator and white noise (created with Z3TA+2) with an automated low pass filter.

The video shows the sound implemented in the game and how it's designed in FMOD.

Metal Gates

The Metal Gate Sound

When rough metal scratches against metal it never sounds exactly the same. To achieve this I created three audio channels for the sound event with different recorded loops, all with randomized starting times.

The sound is built up from recordings of a metal tool box, an iron rod, a metal pipe, a clamp and more.

The video shows the sound implemented in the game and also tells a bit about how it was designed in FMOD.

Box Counters

The Box Counter Sound

The box counters in Magnetic are mechanically built little machines with cogwheels and gears that tells how many boxes are left in the dispensers. The display consists of several metal plates in a row and to change the number they spin in a certain way.

The sound is mostly built up from recordings of me tapping cutlery against cutlery.

The video shows the sound implemented in the game and also shows how it's designed in FMOD.

Fire Traps

The Flamethrower Sound

The flamethrowers use three separate sound events - Open Hatch, Flame and Close Hatch. The flame sound is a six seconds long looped recording of an open fire place. I removed all the crackling simply by cutting these parts out from the waveform manually.

To avoid phase cancellation in places with many flamethrowers, I randomized the pitch as well as the starting time of the flame sound.

The video shows the sound implemented in the game, how it's designed in the DAW as well as in FMOD.

Tesla Coils

The Tesla Coil Sound

Electricity is random, wild and unpredictable. These characteristics were important factors to me when creating this sound. I wanted the sound in itself to mediate power and how painful it would be to get too close.

The sound is built up from looped recordings of a welding torch and electrical spike sounds that are created with the software instrument Z3TA+2.

The video shows the sound implemented in the game and also tells a bit about how I created the sound in FMOD.

Spike Traps

The Spike Trap Sound

I wanted to create a contrast between the low hissing sound from the sliding swords and the metallic bang when they hit the stop. My aim was to create a feeling similar to getting attacked by a snake. When you hear the hissing warning sound, it's already too late. The idea was also for the loud metallic bang in the end to represent the actual bite itself.

The video shows the sound implemented in the game and also shows how I designed it in FMOD


In English

Geek Bomb [Text] - By Zhiana (June 25, 2015) - Verdict: 9.2/10
Grab The Games [Text] - By Dionysis Spinos (June ??, 2015) - Verdict: 8/10
Hey Poor Player [Text] - By Jonathan Trussler (June 5, 2015) - Verdict: 4/5
Gamers FTW [Text] - By Daniel Vaughan (June 2, 2015) - Verdict: 7.4/10
Hot Pepper Gaming [Video] - By Matt Piersal (May 28, 2015) - Verdict: Tons of fun! Buy!
Angry Centaur Gaming [Video] - By Karak (May 26, 2015) - Verdict: BUY!
Biogamer Girl [Text] - By Cindy Lennox (May 27, 2015) - Verdict: 8.5/10
Hardcore Gamer [Text] - By Spencer Campbell (May 26, 2015) - Verdict: 4/5

Other Languages

Digital Life [Text] (Swedish) - By Joakim Eriksson (June 1, 2015) - Verdict: 4/5
Multiplayer Italy [Text] (Italian) - By Mattia Comba (May 28, 2015) - Verdict: 7.5/10
IGN Spain [Text] (Spanish) - By Por Antonio (May 26, 2015) - Verdict: 7.5/10
IGN Italy [Text] (Italian) - By Andrea Maderna (May 26, 2015) - Verdict: 8.4/10


Here I have collected reviews of Magnetic: Cage Closed.

Most of them are in english, but there are some in other languages. I have put all English reviews at the top, under its own headline, for convenience.

Game- play Videos

Without Commentary

Gaming Insider - 1080p - 20:23 minutes - May 30, 2015
Noire Blue - 720p - 13:50 minutes - May 29, 2015
Ultra HD Gameplay (Part 6 of 11) - 1080p - 15:48 minutes - May 28, 2015
Middle Child - 1080p - 39:56 minutes - May 28, 2015
GameSpot Gameplay (Official Preview) - 1080p - 16:09 minutes - May 20, 2015
DSR07 Gaming - (Preview Test - Part 2 of 3) - 1080p - 14:42 minutes - February 10, 2015

With Commentary

SargentCobi (Part 1 of 3) - 720p - 21:11 minutes - May 31, 2015
The Bowlingotter Show - 1080p - 17:58 minutes - May 30, 2015
Andy Lunique (Let's Play Magnetic: Cage Closed - Best Ending) - 1080p - 15 minutes - May 24, 2015
Polygon (Preview Gameplay Overview) - 720p - 6:39 minutes - February 10, 2015

Gameplay Videos

Here you will find online gameplay videos of Magnetic: Cage Closed recorded by different people and uploaded to youtube. They are great if you want to hear how the different sounds work together in game.

Some are split up into several parts. Here I chose to link to different parts in the series to show as much variety as possible."

There are videos both with and without commentary. The ones without are great if you want to hear the game's sound design. The other ones can be nice to watch if you want to hear opinions about the the gameplay.

Various Projects with me as sound designer

Play ABC, Alfie Atkins

I was the sound designer and music producer for Play ABC, Alfie Atkins, developed by Gro Play.

Children love learning new things through play. This app stimulates children’s language learning skills by clearly connecting the function and purpose of letters in an experimental, playful way.

Available on App Store and Google Play

Animal Super Squad

I did the sound design for this physics-based adventure game, with community driven content and endless replayability. Speed through a world full of dangers and bananas, find all the hats, or forget all that nonsense and just play other people’s stuff.

Available on Nintendo Switch, Playstation 4, Steam, App Store and Google Play

Gorbis Robotlabb

SVT Julkalendern 2017

I was the sound designer for Gorbis Robotlabb - the Christmas calendar adventure app game, developed by Gro Play for for Swedish Television (Public Service, SVT) 2017.

Available on App Store, Google Play and Barnkanalen (

Grow Forest

I was the sound designer and music producer for Grow Forest, developed by Gro Play.

Ahh the forest, what a wonderful place! In this forest Banja and her friends are waiting for you to help her build a nice and thriving green community. Here you can both plant and cut down trees and use the wood to build houses and forest roads, plane planks, create your own comic books, renovate old buildings and lots of other fun stuff.

Available on App Store, Google Play and Amazon

Beep ,beep, Alfie Atkins

I was the sound designer and music producer for Beep, beep, Alfie Atkins, developed by Gro Play.

In this city builder educational game you help Alfie (Alfons Åberg) keep the world clean and use the recycled material to build roads, houses, shops, schools, parks and more! As the community grows you and Alfie help the citizens to do fun chores around the city. You get to clean windows, charge cars, go shopping, rake leaves, and even put out fires just like real firefighters. In return the citizens will show you love and you’ll be richly rewarded. Loads of fun with 16 different mini-games (in the full version).

Available on App Store and Google Play

Grow Life

I was the sound designer and music producer for Grow Life, developed by Gro Play.

GROW LIFE is a unique game where both kids and parents can play together in a new way. Banja, Marianne and Fernando live together with their friends in a world with infinite possibilities in which kids and parents together create buildings, grow crops and take care of its inhabitants.

Available on App Store and Google Play

Crazy Sorting Factory

I was the sound designer and music producer for Crazy Sorting Factory, developed by Guru Games.

Crazy Sorting Factory is a high paced one button game where your reflexes and multitasking abilities will be put to the test as you try to send every cookie that comes your way into the correct container.

Medusa's Labyrinth Trailer

Medusa's Labyrinth

Medusa's Labyrinth is a first person horror game with stealth elements set in Ancient Greece. The game is under development by Guru Games and is at the moment up for voting on Steam Greenlight.

I will eventually post videos of how I created some of the sounds for the game. Until then; here's the latest trailer.

External links:
Guru Games - Official Site
Guru Games - Facebook
Medusa's Labyrinth - Faceboook
Medusa's Labyrinth - Steam Greenlight

Gameplay footage with redesigned sound design – For demonstration purposes only

My only intention with these clips is to give a demonstration of my own sound design. The reason for using video fotage of commercial titles is the convenience and availability of online video-material. Links to the copyright owners of each game and source material can be found in the information text of each slide.

Wolfenstein: The New Order

Developed by Machine Games and published by Bethesda Softworks

All sounds used for this demonstration are my original recordings, except for the explosion which I built up with Native Instruments - Battery4: Armageddon Kit.

The only voice acting I recorded for this was for the robot at the end of the clip, which was performed by Annmari Thim. (It just felt so right that the robot should say something there). I myself also did the coughing and the gurgle sound of death, though I wouldn't really call this voice acting.

External links:
Machine Games - Developer
Bethesda Softworks - Publisher
The source video my demo is based upon

© Copyright 2013-2016 Samuel Lidström