top of page
fwef_edited_edited.png

Team size = 8 people

Genre:

Single Player RTS (Real Time Strategy)

My Role:

Product Owner & Sound Designer

My Role as product owner

Under 7 weeks, I was the Product Owner of a team of 8 people, where we created a real-time strategy game involving ants. The game idea started on the whiteboard and then later converted to a Miro Board.

Whiteboard

MiroAntics.png

Miro Board

This bullet point list will show all the tasks I took as the Product Owner:

  • Primary Responsibility: Led and guided the team to realize the game vision and meet milestones.

  • Communication: Collaborated with the Scrum Master, organized stand-up meetings, and reviewed tasks on the Jira board.

  • Clarity and Alignment: Developed a Game Design Document (GDD) to foster clear vision comprehension and facilitate design discussions.

  • Project Milestones: Created presentation pitches and builds for Alpha, Beta, and Jury Day.

  • Marketing:

    • Game Cover

    • Trailer

    • Documentation

    • Installation for Itch.io

  • Challenge: Sustaining group dynamics, notably after losing an artist.

  • Solution: Assumed the role of a prop artist to assist the team during the beta build.

  • Perseverance: Maintained team motivation and alignment, working together to craft an exceptional game

Game Design Document

Pitch presentation for Jury Day

My role as Sound design

Concept of how I work in the DWA and the engine for sound and music

  • Goal: Compose game music for "Antics" with authentic sounds matching the theme.

  • Inspiration: Drew inspiration from city park sounds, including cars, people, sports, and instruments.

  • Main Soundtrack: Created the main soundtrack by incorporating city park elements.

  • Sound Effects: Designed sound effects that align with gameplay and art, such as punches, interactions, damage, orders, and more

Process:

​​Recording sounds / music by using a DAW (Digital Audio Workspace)​​

  • Mixing and effects such as

    • Pitch changing​

    • EQ adjustment (Bas, mids and amplification)

    • Fade in / Fade Out

    • Reverb

  • Mastering for optimal quality

DAWpicture3.png

​Implementations:

  • Structure project in Unreal Engine 5, easier to navigate through the project

  • Assign sound/music to appropriate sound classes to enable access from different blueprints.

  • Drag and drop sound effects/music, adjusting radius and falloff of the sound.

  • Due to other tasks I had, coders and I designed a system for the project. This system functions by adding sounds and assigning them a volume priority.

Other task i did

3D Camera Switch and Menus:​​

A system to create an interactive 3D menu with various camera views.

Pause Menu:

A fully functional pause system that allows the player to save settings, pausing the game, and returning to the main menu.

©2025 by Keziah Ferreira Dos Santos.

bottom of page