Collaborating 1: Beginning the collaborating unit

I’m assigned to a group with Inaki and Dan, and we’re working on a VR game project surrounding the issue of mental health. The game takes place mostly within a phone booth, although the player will spawn outside of the booth and has to walk inside to begin play.

The group assigned to us already has a team-member dedicated to score, so our work lies almost entirely in the foley/diegetic world; ambiences, player generated sounds, environmentally generated sounds.

They’ve provided an existing video game as a reference, which is titled ‘What Happened to Edith Finch’ and envoles a lot of character movement. The movement of the character is spurred on by the sound design, following a variety of sounding objects like birds and twinkles. Other than that, the game features many sounds close to the character; wind rustling as the character flies through the air, lots of clothing noise, breathing, etc. There are also some ethereal drone textures that seem omnipresent and exist outside of the diegetic world. This is in place of score.

This game bears very little similarity to the game provided to us. It focuses heavily on movement the sounds that are created by that; our game has almost no movement and instead focuses primarily on dialogue. There will need to be some creative thinking.

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