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Final Exam: Sound Design that Brings Players Inside a School Shooting
CLIENT
Change the Ref · BBDO Energy · Webcore · Druid
RELEASE
2024
PLATFORMS
Interactive web experience
OUR WORK
Sound Design · Audio Direction · Audio Implementation
TOOLS
Unreal Engine · FMOD
LANGUAGES
English
SCALE
Full interactive experience
Final Exam places players inside the tense and frightening scenario of a school shooting without relying on shocking visuals.
Read about how sound design played a central role in drawing players into this situation, giving them the feeling of distance from the chaos while still making the event feel close and real.
Using Unreal Engine and FMOD, Flutu worked with Change the Ref, BBDO Energy, Webcore, and Druid to create a sound environment that respects the seriousness of the situation while engaging the player.
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Final Exam: Sound Design that Brings Players Inside a School Shooting
Final Exam places players inside the tense and frightening scenario of a school shooting without relying on shocking visuals.
Read about how sound design played a central role in drawing players into this situation, giving them the feeling of distance from the chaos while still making the event feel close and real.
Using Unreal Engine and FMOD, Flutu worked with Change the Ref, BBDO Energy, Webcore, and Druid to create a sound environment that respects the seriousness of the situation while engaging the player.
Sound Beyond Sight
The Final Exam places the player inside a school shooting without relying on graphic violence. The danger is often outside the frame. Distant gunfire, alarms, voices, breathing and the spaces between them tell the player what is happening beyond what they can see.
Flutu handled sound design, audio direction and implementation in Unreal Engine and FMOD. Distance and silence were not polish. They were part of how the player read the space.
Designing With Restraint
Gunfire could not become spectacle. If every moment was loud, the scene lost perspective and the subject lost weight.
We used contrast instead. A quiet corridor could make one distant event more important than another layer of constant intensity. The question was not how much sound we could add. It was what the player needed to hear.
Tuning Distance
The audio was developed inside the interactive experience while navigation, timing and narrative beats were still changing.
A sound that worked in isolation could feel too close, too early or too dominant once the player moved through the scene. We kept adjusting distance, timing and intensity in the build so the sound supported orientation and tension at the same time.
Award Recognition
The Final Exam received major international recognition in 2025, including six Gold Pencils at The One Show and three Graphite and six Wood Pencils at D&AD.
Flutu was credited as the project’s Music / Sound Production Company at The One Show, where the work was also recognized in Craft / Sound Design and Experiential Music & Sound.
Restraint Carries Weight
This project was as much about what not to play as what to play.
The sound had to communicate danger, distance and consequence without turning the experience into spectacle. That restraint became part of the interaction itself.