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Sci-fi ambiences can be a little tricky because while you can have all the freedom to design sounds that have never been heard before, you still want to make sure that your design makes sense in the context of the world you are designing for.
One common practice is to ground your design in reality by using at least 1 layer that is a recorded sound and is slightly (or not) processed at all.
I opted to NOT do that in this video. Instead, I used real recorded sounds and processed them to emulate the environment of the game. Check out the video to see exactly what I did.
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