My Contribution

For this project I was a sound designer using programming to ensure the progression of the game and to find new ways in which to play my audio 

What I gained through the process of working on the game

  • Gained experience working with FMOD
  • Gained the experience of working on a game in a group
  • Tested and refined systems through iteration 
  • Gained experience fixing bugs on a long term game
  • Gained experience playtesting 
  • Participated in First Thursday a planned event held by the school where we had an estimated 25 to 35 people play tested the game

Audio

  •  Designed and play tested sound effects
    • Went through a trial and error process to hone in on the silly and spooky feel of the game
    • Made five variations of each sound effect idea the group had
    • Constantly playtesting and revising until the right feeling came across
  • Designed and play tested background music
    • Took time getting used to making junk (jazz funk) music 
    • Created a sound direction doc to help me get in the right head space to make junk music
    • Researched jazz funk to understand what defined it and what i was drawn to in it

Programming 

  • Made a jukebox
    • Wrote a design brief for my idea (originally was a radio)
    • Presented the idea to my group
    • Researched and implemented a prototype of my idea
    • Translated the normal code and default unity audio elements to work with FMOD
  • Gained experience working with FMOD code
    • Spent time researching FMOD code and the game elements that come with FMOD to be able to make games with it
  • Setup scoring system (sauce bottle) and collectables (fear sauce)
    • Quickly implemented for First Thursday playtesting to give player purpose and juice
    •  Proved to be more complex than anticipated (constant bug fixing)
    • Programmed the collectables to spawn when victims were scared in a set sphere around the victim at a random point