William Hopkins | Game Design
Planet Nine
Planet Nine was an 18 weeklong project with 11 team members and acted as the major production for the end of my Game Design course. Students were able to pitch concepts for games that were put through multiple rounds of culling over a week period. At the end of the culling process, four games were elected to be worked on for the major production of 2022.
Planet Nine was my second time working in Unreal Engine and my first time focusing on Sound Design. In the past I’ve worked on creating audio assets, but for this project I really tried to hone and just improve my skillset alongside learning foley.
My primary task for this project was to create and document audio assets alongside setting them up with unreal cues. I also worked on designing puzzle mechanics to be used for the game and planned then created a level based around one of our puzzle mechanics.
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On top of this our team had 4 sound designers form CIT who helped create audio assets.
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Project Outline
TimeLine | 5 weeks pre-production, 15 weeks production
Engine | Unreal 4.27
Roles | Sound Designer, Gameplay Designer, Level Design.
Genre | Puzzle, Atmospheric
Design Overview
Over the 18 weeks of production my main task was Sound Design. My responsibilities had me overlook the documentation of audio assets, track the progress of audio assets as well as mixing audio to create game ready assets. For gathering sounds to be mixed, I used the audio library SoundSnap as well as gathered sounds through personally recorded Foley. For mixing sounds, I used the workspace Audacity.
More of my task's include:
Gameplay Design | Concepting and prototyping gameplay and puzzle mechanics
Level Design | Concepting, grey boxing, testing, and iterating a large level layout
Quality Assurance | Hosting in person, local and remote playtesting sessions
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Responsibilities
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Perform weekly rush hours showing off my personal progress
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Pitching and presenting game concepts to clients and team members
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Facilitating playtesting remotely and in person
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Setting up Unreal sound cues
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Tracking the progress of audio assets using Trello and the asset list
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Create high quality sound assets with a focus on iteration
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Record sound foley with the purpose of being mixed into a polished asset
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Act as the middleman between the team and the CIT sounds designers