Ahoy, me Mates! The Sound of Corsair Cove

Dynamedion creates the Sound and Music for the new pirate city builder.

Project: Corsair Cove

Client: Limbic Entertainment

We Did: Music Composition  • Live Recording • Sound Design • Audio Integration

Ahoy me Mates! The Sound and Music of Corsair Cove

It was a great honor for us to jump aboard with the Limbic Entertainment crew and help bring Corsair Cove to life. As part of the audio crew, we created Caribbean soundscapes, pirate voices, cannon fire, building sounds, tavern music, and a full pirate soundtrack – including dynamic adventure tracks and themed shanties with Sean Dagher, known from Assassin’s Creed IV: Black Flag.

 

The Crew and their daring Deeds – Overview

Corsair Cove is a PC-exclusive pirate city builder in which a small crew finds themselves stranded on an abandoned island and sets out to build a pirate haven by living according to the pirate principles. As the settlement grows, the crew faces danger, embarks on adventures, and seeks to become either the most notorious crew through daring deeds or the most feared pirates on the water.

On our side, the project was led by Music Director and Lead Composer Christian Wirtz, together with Audio Director and Lead Sound Designer Philippe Spankus, supported by a talented crew of composers and sound designers who helped bring the world of Corsair Cove to life.

 

Between the Devil, the deep-blue Sea and the Speakers – Audio Direction 

The audio direction for Corsair Cove was shaped by the game’s art direction, story, and overall tone. The world lives somewhere between realism and Hollywood-style pirates, with humor, oddities, and the occasional “is this just sailor’s yarn?” moment. To support that, we chose a sound style that feels grounded, but still leans into the romanticized pirate fantasy while steering clear of a generic medieval sound.

The game is built around two main pillars: the city builder loop and the adventure sequences. In the city builder, players construct and expand their settlement, meet the needs of their pirate residents, defend the island, and explore the world. In the adventure sections, they set sail with captain, crew, and ship to fight battles, sneak through hostile towns, and recover treasure.

For the city builder part, we focused on a soundscape that feels alive and reacts naturally to the player’s surroundings. Seagulls and waves along the coast, tropical birds on the island, waterfalls in the distance, and ambient details that never become tiring. As the city grows, so does the soundscape: buildings are clustered dynamically, scalable pirate crowd ambience fills the space, and one-shots like pirate vocalizations, effort sounds, and diegetic music bring the settlement to life.

We also gave many of the buildings detailed sound design, which helps make the town feel more alive and gives the player a stronger sense of the city growing over time.

When exploring the world, players encounter islands and points of interest that each needed their own sonic identity, from bustling trader towns and fine dining spots to casinos. These details help communicate what a location feels like before the player even arrives.

The adventure sequences shift into a more cinematic presentation. To support them, we built a layered system made up of ambience loops, random one-shots, crew reactions recorded with a LARP group, timed SFX synced to animation and VFX, and cinematic cues that establish the mood when a new scene begins.

 

Captain Every’s Words – The Theme Song

When we set out to compose the theme song of the game, we wanted a tether to the real Golden Age of Piracy. We found just the right lyrics in“A Copy of Verses,” purportedly written by Captain Henry Every, the legendary “King of Pirates” who pulled off one of the most lucrative raids in history aboard his ship Fancy, before vanishing into thin air.

While the tune has been lost to time, the lyrics to the song are preserved as they were printed in the broadsheets:

Come all you brave Boys, whose Courage is bold,
Will you venture with me, I’ll glut you with Gold?
Make haste unto Corona, a Ship you will find,
That’s called the Fancy, will pleasure your mind.

Rather than taking this as a battle cry, we chose to interpret these lyrics as a quiet proposition,  softly enticing you to turn your back on the crown and step into the unknown.

So instead of turning this into an epic, thunderous sea shanty, we went with a haunting, mellow and deeply atmospheric.song. Katharina Wirtz‘ vocal doesn’t scream over the waves, it whispers from the tavern corner, inviting you to leave your old life behind.

That core, haunting melody isn’t confined to the title screen. As you play Corsair Cove, you’ll hear subtle echoes of it woven throughout the whole soundtrack.

 

All together now: Building an interactive Shanty System

Nothing defines a pirate port quite like the songs echoing off the tavern walls and across the timber docks.

When we set out to create the audio landscape for Corsair Cove, we wanted the music to feel as alive, unpredictable, and dynamic as the pirate city itself. What evolved from that core idea is a fully interactive, evolving shanty system that reacts to your playstyle and grows alongside your settlement.

When you first wash ashore and lay down your very first wooden shelters, your audio environment is humble. A lone pirate might whistle or sing a solo verse while hammering away at a fishing pier.

As your small encampment slowly transforms into a sprawling, lawless metropolis:

  • More voices naturally join in: As your population grows, so does the choir.
  • Harmonies fill the air: What started as a solitary melody swells into a multi-layered chorus across the docks and taverns.
  • The city comes alive: You can physically hear the density and prosperity of your port just by listening to the sheer volume of voices singing together.


Led by a legend: Sean Dagher

To ensure every note felt authentic to the golden age of piracy, we teamed up with renowned shanty man Sean Dagher. Known worldwide for his deep expertise in sea shanties and traditional folk music, Sean brought his signature grit, leadership, and raw vocal energy to the helm of this project.

Under Sean’s direction, the shanties grew into a living, musical chronicle of your specific reign as captain.

Achieving a seamless transition from a single singer to a massive, crowd-filled chorus required immense dedication and precision.

Over the course of three years of recording sessions, we brought in over 40 distinct singers. Every vocal layer was meticulously recorded and arranged so that whether you have 5 pirates or 200, the transition feels organic, unscripted, and deeply immersive.

The result is a dynamic soundscape that rewards your progress. There is no feeling quite like expanding your port after hours of hard work, looking out over a crowded harbor and hearing forty voices belt out the shanty in honor of the sanctuary you built.

Whether you’re a cunning strategist or a fearless sea dog, Sean Dagher and the crew are ready to sing your story.

The sails are set

We want to thanks to the entire Sound and Music team at Limbic Entertainment for placing their trust in us to lead the audio and music direction, and for supporting us in bringing our ideas and systems to life. It was a fantastic experience working with such a creative and dedicated team on a truly unique and exceptional project that we were fortunate to be part of.

It was a wild ride, but now the ship has reached safe harbor, and we are excited to hear what players think of the final result.

Are you also interested in working together with Dynamedion? Check out our services and tell us more about your project!

 

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Creating the sound of Pagiona

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Project: Pioneers of Pagonia

Client: Envision Entertainment

We Did: Music Composition • Music Production  • Sound Design • Technical Sound Design

Envision Entertainment are, quite literally, Dynamedion’s oldest clients, and we have contributed to several of their projects over the last twenty plus years.
So naturally, when they asked us to work on their new city-building game Pioneers of Pagonia, we jumped to the opportunity – and we were particularly thrilled to be entrusted with all aspects of the game’s audio, from a little sound design for the first teaser trailer to the creation and integration of the full soundscape and original soundtrack.

Three years, 5,157 sound effects and 59:33 minutes of music later, we look back on a wonderful project.

Getting Started

The primary objective in developing the game’s sound and music was to find a sound palette that reinforces its core experience.
Pioneers of Pagonia is a relaxed, player-friendly game that avoids punitive mechanics and naturally adapts to each player’s pace and style. With that in mind, we focused on creating a gentle, calming, and rewarding sonic atmosphere that supports the game’s overall mood.

Bustle!

Of course, the defining element of the game is its „Wuselfaktor“ (the „bustle factor“), the liveliness and vibrancy of a growing community full of tiny people and animals running to and fro between lots of buildings producing tons of goods, lovingly animated so the player can closely follow the transportation and transformation of goods in real time, contributing to a lively and dynamic settlement—the “Wuselfaktor” (bustle factor).

To contribute tot hat, we devoted considerable attention to the sound design of the building animations. We aimed to craft detailed sounds that enrich the soundscape, maintain clarity even when triggered repeatedly, and avoid listener fatigue.

To bring the stars oft he show, Pagonia’s Pioneers, to life, we produced custom voice-over lines that match the game’s tone and emphasize its warm, welcoming atmosphere.

As a very special addition to the voice overs we created, we had the honor to record five influencers who generously lent their voices to our lovely in-game characters.

Not only were the recordings sessions a lot of fun, their remarkable performances are a genuine enrichment to the game.

The Tunes

A big contributor to any game’s tone is, of course, the music. Composed by veteran composer Alex Röder, the Pioneers of Pagonia soundtrack accompanies you through your adventures without ever intruding. And every now and then, when the moment is right, it takes center stage, accentuating the emotional and dramatic moments.

Same as the soundscape, the music for the endless game mode needed to feel positive and friendly to convey both the beauty of untouched nature and the various aspects of the stages of building.

For the campaign music, Alex crafted individual themes to lend character to the different factions and accentuate their differences.

Highlights

Lead Technical Sound Designer Philipp, when asked about his personal highlights of the project, had this to say:

“Creating sounds for the characters and enemy factions was really challenging and an extremely fun task. For some characters, defining their character through sound was as simple as a laugh – mischievous for the thief, or darker and rougher for the bandit. For others, it was more intricate: the Scav enemy faction, for example, got their own fantasy language – still somewhat human, but also coarse and a touch machine-like, to capture their defining trait, which is rapacious exploitation of natural resources. The same features reoccur in the Scavs’ sound design and music: metallic qualities, sounds of dirt and ore, and an overall industrial tone (well, as industrial as Pioneers of Pagonia can be).”

Thanks!

Working with the Team at Envision Entertainment was incredibly smooth and fun. They’ve been a wonderful partner who enabled and supported us to realize our shared vision for Pioneers of Pagonia’s sound and music. Thank you so much! We can’t wait to work with you again, be it later or sooner.

Pioneers of Pagonia: Full-Release trailer

Are you also interested in working together with Dynamedion? Check out our services and tell us more about your project!

 

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Dynamedion creates the Soundtrack for Anno 117: Pax Romana

Dynamedion creates the Soundtrack for Anno 117: Pax Romana

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Project: Anno 117: Pax Romana

Client: Ubisoft

We Did: Music Composition • Music Production  • Orchestra Recording

Dynamedion are proud to announce that we continue our long-standing collaboration with Ubisoft Mainz on the Anno series by composing and producing the official soundtrack for Anno 117: Pax Romana. Building on years of partnership and a shared musical vision, Dynamedion composers Matthias Wolf, Tilman SillescuAlex RöderArmin Haas and Henning Nugel crafted a score that brings the grandeur, ambition, and humanity of the Roman Empire to life through rich orchestral textures and expressive themes.

All music was composed and recorded by Dynamedion, featuring live orchestral sessions and solo performances that blend authentic ancient influences with cinematic storytelling. The result is a deeply immersive soundscape that captures both the power and the peace of the Pax Romana – a soundtrack that continues the proud musical legacy of the Anno series.

Anno 117: Pax Romana is out today – build your empire in Albion or Latium!

Anno 117 release trailer

Impressions from the recordings at OPERA Eiffel Art Studio in Budapest, Hungary

Creative Director Music & Lead Composer

Matthias Wolf

 

Composers

Tilman Sillescu

Alex Röder

Armin Haas

Henning Nugel

 

Orchestra

Budapest Art Orchestra

 

Conductor

Gyorgy Gulyas Nagy

 

Recording

East Connection Music Recording at OPERA Eiffel Art Studio in Budapest, Hungary

 

Digital Recordist

David Lukacs

 

Recording Engineer

Gabor Buczko

 

Contractor

Miklos Lukacs

 

Session Producer

David Christiansen

 

Orchestrator

David Christiansen

 

Orchestral Mixing Engineer

Chris Wirtz

 

Final Mixing Engineer

Matthias Wolf

 

Soloists

Henning Nugel

Anna Mkhitaryan

Chris Wirtz

Sandro Friedrich

Armin Haas

Matthias Wolf

Katharina Wirtz

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Baelin goes fishing – and Dynamedion brings the music

Baelin goes fishing – and Dynamedion brings the music

Composing the theme music for Viva La Dirt League’s Nice Day for Fishing

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Project: Nice Day for Fishing

Client: Fusion Play

We Did: Music Composition • Music Production

Sometimes it’s the side characters who deserve the greatest stories. Baelin, the laid-back fisherman from Viva La Dirt League‘s world of Azerim, is just an NPC – but that’s exactly what makes the fact that he now takes the leading role in his own video game so wonderfully absurd and amusing. Together with FusionPlay, Viva La Dirt League has created an 8-bit retro game that focuses on Baelin’s adventures: Nice Day for Fishing.

We are thrilled that Dynamedion composer Jochen Flach got to create the soundtrack for this charming pixel adventure. After all, what would a retro game be without the appropriate 8-bit music?

We spoke to our composer Jochen Flach about his work on this special project – and gained some exciting insights.

Question: Which sound elements were important to you in authentically capturing the “8-bit retro” character of the game without making it seem old-fashioned?

Jochen Flach: I think the very fact that we mixed 8-bit sound with a modern epic orchestra gives it a fresh feel. But “old-fashioned” is a difficult term to define. Since the visuals of the real scenes are based on the Middle Ages, I used appropriate harmonies and musical phrasing. Some people might find this “old-fashioned.”

Question: Could you give us some insight into how you approached the initial sketches for the soundtrack? Did you start with melodies, rhythms, or timbres?

Jochen Flach: I always start at the piano. That’s how it’s been in recent years. It’s a good place to develop melody and rhythm. Of course, I could have started directly with a synthesizer. With that, the sound aesthetics of a sound, the way you play the sound, can also influence the theme. But with Nice Day For Fishing, the theme was already established as a motif in the music of the Youtube videos by Viva La Dirt League. In that respect, the piano is really a wonderful instrument for developing or refining ideas.

Question: To what extent did you draw on classic retro soundtracks when composing – and where did you consciously incorporate modern influences?

Jochen Flach: To be honest, I was not really inspired by classic retro soundtracks when composing. I only drew inspiration from the sound aesthetics. I was inspired by the images and descriptions of the levels that were provided to me. The rest came about through trial and error.

Question: How close was the collaboration with FusionPlay and Viva La Dirt League – did you receive specific musical guidelines or did you have a lot of artistic freedom?

Jochen Flach: The motif for the main theme came from the VLDL web series. For the Maintheme composition and the soundtrack creation, it was a creative back-and-forth between us and FusionPlay. Sometimes it took a few rounds to find the right touch for a track. The developers had specific ideas about how the soundtrack should sound in the end. That helped a lot and I think we successfully developed the ideas and themes together.

The Nice Day for Fishing release trailer

Whether you’ve known Baelin for years or are going on your first fishing adventure with him, Nice Day for Fishing is a lovingly crafted retro game that charmingly combines nostalgia, humor, and fantasy. We are proud that our music has helped bring this special feeling to life, and we hope you enjoy playing the game as much as we enjoyed composing it.

Are you also interested in working together with Dynamedion? Check out our services and tell us more about your project!

 

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