1. About
We used Unity for our fast-paced, rogue-like action game named "Sir Vivor". The hero needs to pay attention to a Resource Management system. Attacks and power-ups are only executable with resources gathered before a fight.
Further team members: Harits Nur Fauzan, Qinbai, Lisa Balzar, Octave Le Tullier
2. Sound Design
My central part was dedicated to the Sound Design by using FMOD. I implemented an Audio Manager to control parameters and the transition of sounds with coroutines.
Exciting to me was the application of Vertical Orchestration (VO) and Horizontal Re-Sequencing (HRS). HRS is used to transition between pre-recorded sections, which is useful when the player transitions between regions. VO is the transition between layers to build up tension slowly, basically one layer of music for a specific event, e.g., one layer for Peace, Restricted Area, Detected by Enemy, and Conflict. 
When the player moves around in the game and triggers an event, the corresponding layer will be added to the already playing layer.
I had a lot of fun working with those techniques and it made the game more interesting (Figure below).

HRS implementation in FMOD.

I also implemented sound effects and composed a soundtrack with five songs to support the emotion in-game (see SoundCloud player below). The music was used in the start menu, in the hometown, in a peaceful environment, and in battle
3. Resources and Environment
The main mechanic is to pick up resources from the ground and turn them into power-ups. I worked on an algorithm to distribute and spawn the resources randomly - and on the game world movement. Imagine having only nine flat planes - the player must always be on the center plane, regardless of their walking path.
Thank you for the great teamwork! It was interesting and exciting.
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