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A clip from within iterations


The Plan

What we wanted was to give a solid 15 minutes of play for this game idea. The player at the first stage had to pick the "spectrogun" and the first lens. Along the way and by fitting the crystal enemies the player would discover the rest of the lenses and they would be in a position to swap or combine the lenses to kill the enemies based on color. 

The spatial and reverbaration zones

There were 3 different types of zones, corridors, squared rooms, and circular rooms. Each was given a specified Wwise reverb and spatial zone through routing.


The gun and it's interactive audio

In my opinion, the most amazing thing we did in the game was the interactivity that the "spectrogun" had.

First, each lens had its own sound palette, so it would sound different if you were firing through a red lens or a blue lens. To top the idea even further the music composition was interactively connected to the type of lens the player was using. Through iterative playtest we manage to come down to 2 different compositions that if you were to blend some layers of one and another it would create a new composition.  As a result each time the player was using a blue type of lens, the music was type A if the player was using red the music was type B, and if using yellow the music was type AB. Of course, the firing sounds and music were harmonically connected therefore the sound effects the gun was making were a cohesive addition to the music. 


The gun audio hierarchy 

While the audio structure was kept simple for several reasons including the project data space budget, and short delivery time. The way it was designed had a great audio impact on the immersion.  

gun buss.PNG

Interactive music

Bellow, we see an example of one music track RTPC control. If the lens has red the RTPC value was changing to 0 and the transition to type A music was on. Respectfully on value 50 was music type AB and 100 was music type B. 

gun rtpc.PNG
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