

Batman VR Soundscapes – Capturing Gotham’s Gritty Essence
How do you create the most immersive VR experience for an iconic IP like Batman? How do you bring Gotham’s harsh, cold, and unrelenting world to life?
At Sound Lab, a Keywords Studio, we embraced the challenge of designing intense and captivating soundscapes that draw players into the dark, unforgiving atmosphere of Gotham City.
CASE STUDIES


Results
At Sound Lab, we brought Gotham’s iconic grit to life, crafting an immersive auditory experience that truly captured the essence of the Batman universe. Through our innovative use of Ambix technology and unwavering attention to detail, we created soundscapes that felt authentic, alive, and perfectly suited for VR. The response from Camouflaj was overwhelmingly positive—several team members personally reached out to express their excitement and praise for how our sounds elevated the in-game experience. Working alongside the incredibly talented team at Camouflaj was an absolute privilege. We look forward to the opportunity to collaborate with them again in the future.
The Solution
Bass Translation Issues
In our initial iterations, we encountered limitations with the Oculus headset’s ability to reproduce low-end frequencies. Despite this, we designed our ambiances with rich bass elements, anticipating that some players would use higher-quality headphones.
A Game-Changing Upgrade
When the project shifted to the Oculus 3, it supported a more robust bass output, our
pre-planned high-quality audio translated seamlessly. This foresight allowed us to deliver immersive, bass-rich soundscapes without additional rework, delighting the client and players alike.
The Idea
Ambix-Driven Soundscapes (Oops, all Ambix)
By leveraging Ambix technology, we created rich, layered ambient tracks in our DAW, integrating elements like ocean waves, NPC chatter, and environmental details directly into the Ambix file. Reverb and spatial cues were pre-mixed, which sounded incredible, reducing the need for manually placed emitters while retaining immersive audio quality.
We reserved a few emitters for key visual objects, but most of the soundscape relied on Ambix, allowing us to build dense and realistic environments with minimal effort. This method ensured that even fleeting areas felt vibrant and alive, perfectly suited for the exploratory nature of VR.
Example: Bringing Gotham to Life
Consider the opening area in Batman: Arkham’s Shadow: a small apartment with a kitchen and bathroom. Instead of relying on a simple room tone, we enriched the ambiance with subtle details—a distant family argument, muffled bass-heavy music from a neighbor, the hiss of a broken radiator, and the occasional clang of water pipes.
These elements were mixed directly into the Ambix track, allowing us to populate the soundscape with vivid, reactive details that players couldn’t see but could hear. This approach made Gotham feel alive, with every corner of the world brimming with unseen activity.

The Challenge
The client requested ambiances in 4-channel Ambix format, aiming for immersive soundscapes. These also included simple mono/stereo ambient sounds to cover intricate details: small objects, trinkets, lights, steam, electricity—everything that moved had to make a sound. Nothing could be overlooked.
Challenge 1: Mastering the Tools
We used Wwise and Unity alongside Ambix plugins that converted ambisonic audio into spatially accurate sound using Head-Related Transfer Function (HRTF) for VR. To achieve this, Camouflaj developed specialized Ambix audio emitters capable of seamlessly transitioning sounds from 4-channel ambisonic to directional audio as players left the Ambix emitter. By combining these with standard looping audio emitters, we established a solid foundation for dynamic soundscapes.
Challenge 2: Designing Realistic, Seamless Ambiances
Our task was to design AMBIX soundscapes that maintained a consistent volume, regardless of player head movement. This meant creating environments with depth and nuance, perfectly capturing Gotham’s moody and atmospheric essence. The goal was to achieve a level of realism that felt truly immersive—eschewing artificial or cartoonish tones in favor of layered, naturalistic audio that brought the world to life.
Challenge 3: Balancing Workload and Immersion
We quickly realized that placing individual audio emitters for every sound wasn’t efficient, especially in areas with many objects and visual cues. Take a prison yard, for instance: you have NPCs chatting, the distant sound of the ocean, waves crashing, seagulls calling, and general ambient noise. Typically, this would require layering a room tone with carefully placed audio emitters placed within the level—walla near groups of NPCs to avoid emptiness, ocean sounds fading in naturally, and other subtle effects.
Now imagine that this yard is a small transitional area, just a pathway between larger sections. A player might breeze through it, spending little time there—or, in VR, they might stop and linger, exploring every detail. Even for these smaller spaces, the environment needs to feel alive. But strategically placing emitters for every sound in such areas becomes impractical, especially given the time and effort required to make them believable.

CASE STUDIES
Batman VR Soundscapes – Capturing Gotham’s Gritty Essence
How do you create the most immersive VR experience for an iconic IP like Batman? How do you bring Gotham’s harsh, cold, and unrelenting world to life?
At Sound Lab, a Keywords Studio, we embraced the challenge of designing intense and captivating soundscapes that draw players into the dark, unforgiving atmosphere of Gotham City.
