The Thinking City
The Thinking City is a first person horror/stealth game in which the player finds themselves exploring a strange city with technology beyond modern means that is devoid of human life. They must sneak around, escape from and outwit the malicious robot entities that roam the city as they try to uncover what went wrong.
Below is a link to my journal during the project.
My Role - Sound Designer/Programmer
My role within our team is that of the lead sound designer and programmer. I am responsible for all audio components of the game. This includes; sound effects, ambience, dialogue, and music.
Sound is relevant to our game concept as one of our priorities is ensuring that the game's atmosphere is at its forefront. The atmosphere we are trying to achieve is one of dread, terror, and anxiety. The goal of the soundtrack is to monopolize your sense of hearing so that you become more immersed in the game environment.
Roles
Jason Lynch - Lead Programmer/AI
Oisin Murphy - Lead Animator/Artist
Dylan Reilly - Scrum Master / Level Designer
Eoghan Maguire - Sound Designer/Sound Programmer
Technical Challenges of My Role
The main challenges of this role will be;
- Using synthesis to make sound effects from scratch.
- Ensuring atmospheric consistency with each part of the soundtrack.
- Using procedural audio techniques to produce adaptive, non-linear sound.
- Monopolizing the player's sense of sound to immerse them in the game.
- Creating sounds that will scare the player or create a sense of dread.
Journal
Below is a link to my journal.
Parametric Sound
Filter
Here I'll detail the use of FMOD's Filter feature in The Thinking City.
Ducking
Here I will detail the use of ducking in the game.
Voice Editing
Here I detail my procedure for editing voice recordings for the game.
Ambient Track
Procedural Audio
Here I detail the research and application of procedural audio techniques in the game.