Game Design

Found Sounds - A Field Recording Bitsy Game

 
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I’m currently in the early stages of making a Bitsy game!

I recently got introduced to Bitsy through the works of Cecile Richard, and found them to be really cool and moving experiences. I was particularly impressed by how evocative and immersive Bitsy games can be; the limited mechanical and technical restrictions of the Bitsy editor are positive creative constraints for a game designer wanting to make really unique narrative experiences.

After my initial exposure to this exciting new world of Bitsy games, I felt inspired to start making one myself…and so I did! While having a mess around in the Bitsy editor to get a feel for making basic tile and sprite assets, my mind wandered back to the announcement trailer for the upcoming game Season, which has this really cool opening sequence of the player character recording the sounds of a nearby dragonfly.

Although the use of microphones as a gameplay mechanic is not particularly new, they’re often used as a means of boosting the player’s auditory percepttion or awareness (the directional mic in Metal Gear Solid 2 + 3 is a good example of this), rather than as a means of capturing or cataloguing the environmental sounds happening around the player. With these thoughts in mind and taking a hefty dose of inspiration from Season, I thought that making a small game based around field recording could lend itself well to making for a short, fun and personal Bitsy game experience.

So, here’s what I’ve got planned out so far. The rough structure I have in mind is to have the player start by checking in with their game dev team to see what sounds they need for their project, before collecting their equipment and heading outdoors to start recording. I’m thinking of having the player go to visit three different locations, where they have to record a sound from the environment. Once all the required sounds have been captured, the player then heads back to their studio computer in order to upload their sounds into the game. Here’s the opening scene of the player’s room/studio:

 
The player’s humble abode, complete with field recorder, headphones, microphone and batteries on the right. I need to change the field recorder sprite (top) to look more distinct from the batteries (bottom).

The player’s humble abode, complete with field recorder, headphones, microphone and batteries on the right. I need to change the field recorder sprite (top) to look more distinct from the batteries (bottom).

 

I want to make this a highly-idealised and rose-tinted view of a typical day of freelance game audio, so there’s no software crashes to worry about, or pesky version control software issues to wrestle with. Instead, it’s all about trying to capture that joy and excitement of exploring the outdoors with a recorder in-hand and having lots fun and Bob Ross' style happy accidents along the way!

I’m still learning the tools and editor workflow (and crucially, the audio implementation) as I go, so progress will likely be a bit on the slow side for the time being, but I’ll aim to post (hopefully timely) updates on Twitter/Instagram every now and then once I’ve completed a new section of the game or made a decent chunk of new progress. The aim is to keep this as small and tightly hemmed in scope-wise as possible so that I can actually complete it!

GJL Game Parade Spring Jam '21 - ‘After The Storm’

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It was incredibly good fun to work with Kim Lomas (Level Designer) Sean Hall (Programmer) Juliana Milusheva and Ythen Sawers (3D Artists) on 'After the Storm', a short game we made for the GJL Game Parade Spring Jam!

The theme for this jam was 'Strength Lies In Differences', and the story for our game is as follows:

“As the thunder rolls in, a catastrophic tsunami hits the once vibrant and lively beach town you reside in, separating you from your family. After finding a small boat in the place you took shelter in, you set out to find and reunite with them, but it’s the kindness of strangers that will help you on your way. As you come across survivors, you must find a way to communicate with each despite speaking different languages. Help them on your journey and they may help you in return.”

The game is available to play directly in your browser from the itch.io page:

https://seanwhall.itch.io/after-the-storm

Music is from Phil Michalski + Brandon Boone’s ‘Digital Illusions’ pack.

Milksop Games - EGX & Tranzfuser 2019

After months of hard work, I got to attend EGX 2019 with Milksop Games at the London ExCeL Centre, and see Heads ‘n’ Tails on display at the big Tranzfuser stand!

I’ve visited EGX numerous times in the past as a regular attendee, but it was an altogether more special and unique occasion to actually take part in the event alongside an exhibiting team.

It was an incredibly rewarding experience to see members of the public playing Heads ‘n’ Tails. Watching people enjoying themselves and having a fun time playing a game that I designed audio content for were deeply gratifying, affirming and fulfilling moments I’ll always proudly remember.

Milksop Games on the Tranzfuser stand! It was so cool to see people come up and want to have a play on Heads ‘n’ Tails. The team noticed that players who played the game with the headphones on tended to get higher scores than those who didn’t, which was great to hear! Looks like all that time recording different goblin voice emotes paid off!

Lee helping a player to set their new high score on the leaderboard. Nicely done!

(Most of) the Milksop Games crew! From the left to right: Me (Audio Designer), Eli De Carteret (Level Designer), Cat Wiltshire (Prop Artist), Lee Stockton (Environment Artist), Alan Horton (Technical Designer) and Jasmine Streatfield (3D Character Modeller & Rigger). Big virtual shout-outs too to Laura Flinders (Environment Artist) our Italian teammates, Samuele Bandini (Concept Artist) and Diana Ulloa (Animator).

Heads ‘n’ Tails has been such a fun and enriching project to work on. I’m extremely grateful to the Milksop Games team for giving me the opportunity to come on board the project as Audio Designer. Working alongside such a talented team to help bring their vision for the game to life, and get to work so closely with all the different design disciplines was an exciting, challenging and inspiring journey from start to finish.

Heads ‘n’ Tails: Mythical Pet Shop is now live on the Milksop Games itch.io page, so you can check it out for yourself (and hear the various daft goblin sounds I designed first-hand!)

Post-EGX Updates & Game Coverage

Youtubers TheGrumpyBrit and BlindsideUK checked out Heads ‘n’ Tails: Mythical Pet Shop as part of their Tranzfuser coverage of EGX 2019. It was great to hear they enjoyed playing the game (and thought our pet designs were adorable!), but apologies for the stress!

We were lucky enough to get Jupiter Hadley to check the game out, and got some great (and fair) feedback in her write-up on Indie Games Plus:

Heads ‘n’ Tails: Mythical Pet Shop also got featured on Tranzfuser’s EGX video livestream. where Eli, Laura and Cat chat to the presenter and walk him through the gameplay on the Ice level.

Milksop Games - Tranzfuser 2019

I’m working with the lovely folks at Milksop Games (@MilksopGames) as Audio Designer on their Tranzfuser project Heads ‘n’ Tails!

https://futureworks.ac.uk/news/2019/08/futureworks-students-chosen-for-tranzfuser/

I’m absolutely thrilled to be able to do sound design for their game, which is an isometric fantasy pet shop management experience for PC and Android. The main gameplay loop involves caring for three different types of magical animals across multiple elemental themed levels, while also attending to customer’s needs and requests. To get a high score, the player has to carefully manage their costs (by selecting the right items for pets and customers quickly and efficiently) and maintain a high reputation (by attending to the pets’ needs quickly and efficiently). These values act as score multipliers at the end of each level, so players who can keep a cool head when everything’s getting frantic with pet and customer requests will be able to rocket up the leaderboards!

I joined the team in the last week of June, and the first major sprint week of the project. The Tranzfuser period lasts for 10 sprints, running from June 24th to September 1st. At the time of writing we’re currently on Sprint 5, about a third of the way through the project. At this point, the team are busy compiling a white-box test as a proof of concept piece.

On the audio side of things, so far I’ve designed ambient audio cues for each level, a musical theme for the main menu, a collection of UI sounds for gameplay menu navigation, and the dialogue emotes for the goblin customer NPCs.

With the development time left on the project, I need to record the remaining dialogue and sound effects for the pets creatures, complete sounds for the various player-controlled incidental sounds and finish the music for the gameplay levels and the score screen leaderboards.

As you can see, there’s a lot of things to do and not a lot of time to do them all in! As time is of the essence, I thought I’d make this a quick post to record what’s going on and where I’m currently up to in the Tranzfuser process.

Time to get back to making sounds…as fast as humanly possible!

Cube Tossers

I took part in the Futureworks game jam (held from the 17th-19th October 2016, during the Semester 1 Development Week of my first year studying Game and Interactive Audio) and helped make Cube Tossers with fellow students Thomas Kennedy and Callum Wyness.

We had two and a half days to come up with something playable in Unreal Engine 4 based on the theme of 'ten seconds'. Together, we came up with a simple timed cube throwing game. The games rules were, as you might well imagine, pretty simple: get the cube into the goal within ten seconds.

Each of us designed three of the nine levels in the game, and TK and Callum handled the bulk of the design and scripting duties. My main contribution to the project (apart from making the three dumbest levels in the game) was the creation of the following 10-seconds of aural agony that served as the game's soundtrack. Feast your ears on the audio abomination that is 'Boxing Clever':

As you can hear, it's pretty basic stuff. However, I think it suited the rudimentary nature of the game pretty well. Yes, the music is annoying, but despite its crudeness, I feel it's appropriate to the game's themes of speed, urgency and mounting panic. Stylistically, I was going for a similar feel to the stressful drowning music that played in the Mega Drive Sonic games.