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Team size = 9 people

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Genre:

Hack and Slash, Adventure

My Role:

Level Designer & Sound Designer

My Role as Level Desinger

Concept and research 

  • A level document with the level artist was created to ensure what to create within the vision and the theme.

  • I started researching the life environment of pyramids.

  • I drew a 2D level map in Photoshop where I focused on:

    • Layout and enemy placement

    • Usage of abilities

    • Overall metrics

Block Out

  • Block out the vision of the arenas and rooms, where hack and slash theme, mechanics and the flow of the game feels nice. 

  • Working in the engine with the tool's that Unity had and what the level artist was providing as art

  • Working modular as possible 

Iterations / Scripting / Balancing

  • Iterated and got feedback on structure, layout, progression, flow of the level and how the mechanics and combat felt from a level stand point.

  • Implementation of mechanics

    • Spawn point of enemies

    • Pick Ups

    • Room manager (deciding what to spawn and how many)

  • Balanced resource types and placements.

Design behind labyrinth

Concept and research 

  • Main Idée: Labyrinth provides puzzle-like feel without traditional puzzle elements

  • Research of how a labyrinth loos like

  • Making a 2D paper level map where the focus was

    • Ensuring enough of paths to make it more interesting

    • Thinking of consequence of taking the wrong way 

Block Out

  • Block out the vision of the labyrinth, where hack and slash theme, mechanics and the flow of the game feels nice. 

  • Working in the engine with the tool's that Unity had and what the level artist was providing as art

  • Working modular as possible

  • Key focus when blocking out the labyrinth

    • Line of sight​

    • Guiding players without giving clear information

    • Fun consequences for wrong choices

    • Ensuring player engagement and avoiding boredom

My role as Sound designer

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

  • Goal: Composed game music and sound effects for The Quill Sisters with authentic sounds matching the theme

  • Inspiration: Drew inspiration from oriental scale, old Egyptian sounds and music

  • Soundtrack: Created the main menu soundtrack incorporating oriental scales

  • Sound Effects: Designed sound effects that match with gameplay and art (punches, interactions, damage, pick ups)

  • The game have a lot of diegetic sound, meaning what the player character should hear dose the player hear also.

Process:

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

    • Mixing and effects such as

      • Pitch Changing​

      • EQ (Bas, mids and amplifying)

      • Fade in / Fade Out

      • Reverb

    • Mixing Voice Over

      • Sound like a god​

      • Reverb

      • EQ (Bas, mids and amplifying)

    • Mastering for optimal quality

​Implementations:

  • Structure project in Unreal Unity, easier to navigate through the project

  • Assign sound / music to rightful sound class to get easy access to Main Mixer

  • Scripting and assigning sound to the systems

  • Fixing sound settings for the Quill Sisters Sound options

©2025 by Keziah Ferreira Dos Santos.

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