🎧 Interview with Our Sound Designer: Aleksandr Gurjev
Behind the Sounds of “Adventures of Deliveryman”

We recently sat down with Aleksandr Gurjev, the composer and sound designer behind Adventures of Deliveryman, to learn more about the creative process behind the game’s unique and eclectic soundscape. From park raves to cinematic chases, Aleksandr shared his inspirations, challenges, and favorite sonic moments from the project.
1. What drew you to Adventures of Deliveryman? What clicked for you creatively?
Hi! My name is Aleksandr Gurjev, and I’m responsible for composing and sound designing for Adventures of Deliveryman. What immediately clicked for me was the opportunity to create an evolving musical world through a collection of in-game EPs. My vision was to build a library of tracks across multiple genres, bundle them into thematic 4-track EPs, and scatter them throughout the City as collectibles.
In the game’s lore, subliminal messaging has overtaken all media, and music as we know it has gone extinct. I wanted these lost records to act as fragments of the past — telling stories of a world before the silence, while also enhancing the player’s journey with atmospheric, expressive sounds.
2. How would you describe the sound identity of the game in one sentence?
A sweet and sour dish seasoned with chillies and drizzled with zest.

3. Were there any specific locations or emotions in the game that inspired unique audio choices?
Absolutely. While living in Germany, I got to experience parts of the underground park rave scene, and that vibe really inspired how I approached some of the free-roam areas.
For mission stages, I leaned into a more cinematic, high-energy direction — reminiscent of chase scenes in action films. And during free ride moments, I pulled the tempo down to create a more relaxed, immersive feel, encouraging players to simply enjoy cruising through the City.
4. How did you build atmosphere through sound — especially in a game about delivery and exploration?
The concept of chase music was a huge anchor for me. I brought in orchestral elements, layered them with dynamic percussion, and played with momentum to mirror the fast-paced, goal-driven gameplay. Whether you're racing a timer or soaking in the cityscape, I wanted the soundtrack to reflect that energy and contrast.
5. What’s one sound in the game you’re especially proud of — and how did you create it?
Right now, I’m especially proud of the NPC hit sound pool. It took a while to nail — finding that sweet spot where the sound is dynamic, not annoying when repeated, and doesn’t punish players who play with higher volume settings. It’s punchy, playful, and has just the right amount of audio “squish.”
6. In a game focused on movement and momentum, how important is audio feedback for the player?
It’s absolutely critical. The sound needs to be snappy, short, and punchy, with a hint of arcade-style flavor. Timely audio feedback gives players a better sense of rhythm and responsiveness, and it adds to the game's flow — especially during high-speed sequences.
7. Did the narrative or characters influence your approach to sound design?
Definitely — one standout was the "bus chase" mission, where I composed with a more narrative-driven mindset, tying the tension of the moment into the music.
More broadly, all missions are time-oriented, so I used that pressure to inform musical pacing and intensity, reinforcing the stakes of each delivery.
8. Were there any creative challenges you had to overcome with a limited indie budget or time?
Oh, for sure — but I actually believe limitations spark creativity. I’ve found some clever ways to work within our current resources. That said, if the budget expands in the future, I already have ideas on where to invest — especially in refining dynamic systems and expanding our sound library.
9. What’s something players might not consciously notice, but you spent a lot of care on?
The number of fictional artists and alter egos that contributed to the in-game soundtrack. Each EP is designed to feel like it was made by a completely different artist, with its own identity and mood. My goal is for players to feel like they’re uncovering a lost musical culture — not just listening to tracks made by one person behind the curtain.
🎶 That’s a wrap for now — huge thanks to Aleksandr for taking us into the sonic layers of Adventures of Deliveryman. Stay tuned for more behind-the-scenes features!
