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[The Art of Immersion: A Conversation with Bence Pajor]-[The Sounds of ARC Raiders with Audio Director Bence Pajor]

The AIAS Game Maker’s Notebook · B2 · 2026-04-13

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📋 Summary

From Sculpting to Soundscapes: A Creative Pivot

In this episode of The Game Maker's Notebook, Bence Pajor, the audio director at Embark Studios, reflects on a career defined by a relentless pursuit of immersion. His journey began in Stockholm, where he was initially on track to become a sculptor, having even received a scholarship to study under a master in Japan. However, his deep-seated passion for music—specifically jazz and electric bass—led him to defy his parents' pragmatic expectations and pursue a life in the arts.

This transition from visual art to music was driven by a desire for mastery. Pajor notes that he was not interested in being a "mindless" creator; rather, he sought the rigor of music theory and education. This mindset, which he attributes to his upbringing by academic parents, eventually became the foundation for his work in game audio. He describes his career path as unconventional, noting that he effectively applied for only one job in his entire life: the position at DICE, where he worked on the Battlefield franchise for over a decade.

The Philosophy of Immersion

For Pajor, the core objective of sound design is to "create immersion for a listener" and help players forget they are playing a game. He recounts his early days at DICE, where his military service as a recon sniper provided him with a unique, albeit accidental, expertise in how firearms feel and sound in real-world environments. He emphasizes that while technical accuracy is useful, the true goal is to capture the emotion of an experience.

One of the most striking anecdotes involves his work on Battlefield, where he attempted to capture the sound of a character being hit by gunfire. He famously locked himself in a foley room, hit himself until he screamed in pain, and recorded the result. While the recording was visceral and highly effective, it was so intense that it caused anxiety for other team members, leading to a fascinating ethical debate about the line between artistic immersion and psychological trauma. Pajor reflects that this experience taught him the delicate balance of how much realism a player can—and should—endure.

The Embark Era and Arc Raiders

Transitioning to Embark Studios marked a new chapter for Pajor. He describes the studio’s culture as egalitarian, where titles like "audio director" were initially nonexistent, replaced by the collective identity of "game makers." This environment allowed for deep experimentation, particularly with Arc Raiders.

He discusses the long development process of Arc Raiders, noting that the team spent years exploring machine learning and various gameplay loops before finding the right balance. The music in Arc Raiders, composed by Johan Söderqvist, serves as a testament to this collaborative, experimental spirit. Pajor explains that the team avoided standard "retro-synth" tropes, instead opting for a soundscape that felt authentic to their own youth. They utilized unconventional recording methods—including injecting needles into fruit and using broken reverb units—to craft a unique sonic texture.

Ultimately, Pajor’s philosophy remains rooted in the idea of invitation rather than manipulation. He views the role of audio as opening a door, allowing players to step into an environment and feel its reality on their own terms. By prioritizing this subtle, textural approach to sound, Pajor has established himself as a master of crafting worlds that feel not just played, but truly inhabited.

🎯Key Sentences

1
I'm used to ruined.
2
I think we're there.
3
It's overwhelming.
4
I always love to really luxuriate in hearing the path that got you there.
5
Well, here we've made it.
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📝Key Phrases

1
turn global reach into global revenue
2
take your game to players everywhere
3
handle the complexity
4
get all the things covered
5
bring something to life
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📖 Transcript

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