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Game Description
As a new hire at AquaStruct, a company that thrives for the restoration of dead planets, you find yourself crash landed on an ocean planet where the resulting impact of your ship worsened its environment. Now you must restore the damage you have created.

Game Info
This is a game that was created during my fourth year in Sheridan College. It is a Capstone project where I worked as the team's sound designer for our underwater puzzle factory game Aquastruct.
Check it out here!!
Process

I created a spreadsheet to track what SFX needed to be created for the game, as well as what kind of sounds they are, their status and when they should be in the game. To take a better look there is a pdf below!
Planning
Creation/Implementation


All SFX were created in reaper. With the use of EQ techniques, reverb, and panning I was able to create idle and working SFX for each machine as well as all the UI, ambient, and player sounds.
I then took each sound an transferred them to FMOD where I set them up with parameters. Some mean to switch between starting/looping and ending states and others set to scale of player velocity.

Finally, working with the programmers on my team, we set up scripts for the sounds implementation, one of which shows in the unity inspector and allowed me to customize what parameters in the machine sounds play at what states of the machines.
Final Results!
After a lot of work this is around where I got at before level up. At the time of this video the final build has not been made so stay tuned for updates!
Reflection/Takeaways
Better organization: With the large amount of SFX and the layered audios I found more ways to better organize my work.
Each one of these Busses retains to a different machine audio and is under one reaper file.


The Challenge of under water audio: Part of the reason why I loved this game concept was because it crated a challenge for me. The question at hand was; "How might I as the sound designer create an atmosphere that encapsulates the feeling of being underwater?". This gave me more room to grow as a sound designer and taught me different ways to edit and layer sounds to better suit the games overall aesthetic.
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