Junior / associate producer interest in Game design


Team size = 9 people

Genre:
Hack and Slash, Adventure
My Role:
Level Designer & Sound Designer
My Role as Level Desinger
Concept and research
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A level document with the level artist was created to ensure what to create within the vision and the theme.
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I started researching the life environment of pyramids.
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I drew a 2D level map in Photoshop where I focused on:
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Layout and enemy placement
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Usage of abilities
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Overall metrics
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Block Out
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Block out the vision of the arenas and rooms, where hack and slash theme, mechanics and the flow of the game feels nice.
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Working in the engine with the tool's that Unity had and what the level artist was providing as art
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Working modular as possible



Iterations / Scripting / Balancing
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Iterated and got feedback on structure, layout, progression, flow of the level and how the mechanics and combat felt from a level stand point.
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Implementation of mechanics
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Spawn point of enemies
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Pick Ups
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Room manager (deciding what to spawn and how many)
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Balanced resource types and placements.


Design behind labyrinth
Concept and research
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Main Idée: Labyrinth provides puzzle-like feel without traditional puzzle elements
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Research of how a labyrinth loos like
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Making a 2D paper level map where the focus was
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Ensuring enough of paths to make it more interesting
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Thinking of consequence of taking the wrong way
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Block Out
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Block out the vision of the labyrinth, where hack and slash theme, mechanics and the flow of the game feels nice.
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Working in the engine with the tool's that Unity had and what the level artist was providing as art
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Working modular as possible
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Key focus when blocking out the labyrinth
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Line of sight
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Guiding players without giving clear information
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Fun consequences for wrong choices
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Ensuring player engagement and avoiding boredom
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My role as Sound designer
Concept of how I work in the DWA and the engine for sound and music
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Goal: Composed game music and sound effects for The Quill Sisters with authentic sounds matching the theme
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Inspiration: Drew inspiration from oriental scale, old Egyptian sounds and music
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Soundtrack: Created the main menu soundtrack incorporating oriental scales
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Sound Effects: Designed sound effects that match with gameplay and art (punches, interactions, damage, pick ups)
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The game have a lot of diegetic sound, meaning what the player character should hear dose the player hear also.

Process:
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Recording sounds / music by using a DAW (Digital Audio Workspace)
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Mixing and effects such as
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Pitch Changing
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EQ (Bas, mids and amplifying)
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Fade in / Fade Out
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Reverb
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Mixing Voice Over
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Sound like a god
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Reverb
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EQ (Bas, mids and amplifying)
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Mastering for optimal quality
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Implementations:
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Structure project in Unreal Unity, easier to navigate through the project
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Assign sound / music to rightful sound class to get easy access to Main Mixer
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Scripting and assigning sound to the systems
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Fixing sound settings for the Quill Sisters Sound options






