Sam Levine Devlog - 2/15/2022
Introduction:
Hi, I'm Sam, and I have been working as a Game Designer and Sound Engineer on the game Whispering Abyss (2022). So far, during our pre-production cycle, I have worked with my fellow Designers on establishing the game's core gameplay loop, designing gameplay mechanics and points of manipulation of those mechanics, as well as documenting our brainstorming. I have also been working with the Sound Engineers to establish a direction for how the SFX in our game should work.
Work Completed:
During Sprint 2, I helped both the Designers and Sound Engineers get closer to the implementation of our work. The things I worked on for the Designers were fleshing out the stats list for each of our mechanics, as well as creating an outline for the Game Overview section of the GDD. The things I worked on for the Sound Engineers were gathering SFX for implementation in our Proof of Concept.
Reflection and Next Step:
In regards to Sound Engineering, specifically SFX, I did not have an easy time finding the things I wanted from the website Freesound. While some of the results I got from searching that site were good, the organization for search results is very poor, so I had trouble getting what I wanted in a timely manner. In the future, I would like to find a better sound library that will allow me to find what I need quicker.
Next in the development cycle, I will be helping implement the SFX in Unity for the Proof of Concept and playtesting our mechanics that the Programmers have been developing.
Get Whispering Abyss (2022)
Whispering Abyss (2022)
Top-down Lovecraftian Horror With a Profuseness of Items
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