A First Person racing game where the player controls an underwater drone.
8 Weeks Concepting (6 people)
Time: 2024-05 - 2023-06
Main roles: System Design. Audio Design / Implementation.
Genre: Racing, Flight, Drone Simulator
Game Engine: Unreal Engine 5.1
Released on: Itch.io
Platforms: PC
The first thing that was important for our game was player mobility.
As we took inspiration from drone simulators I researched games from said genre and made the first iteration based on the most common controls of said genre.
Working on the controls, in tandem with the programmers and designer that were working on the character movement, we set in place a prototype. This prototype has been playtested and iterated upon to reach a state that is more playable for the general game audience while still providing depth for the drone flying fans.
Working together with a programmer we implemented a checkpoint system.
This checkpoint system can activate and deactivate the fruits and next checkpoint.
This was to make it so that the player wouldn't be misguided, as you traverse some parts of the level multiple times during a session.
Checkpoints are highlighted and activated when needed. This allows the player to see which checkpoint is active and gives the arrow the next checkpoint to point towards.
The boost audio implementation contains multiple elements.
The Startup
A looping section
A small turn down section
There is also electric crackling implemented, this was done in tandem with the VFX team.
For the pickup sounds I have implemented a pitch scaling effect.
The pitch will increase by a minor amount (up to 8 times maximum) depending on how fast you pick up fruits in order.
The collision plays when you collide with a solid object in the level.
This sound scales its volume based on the ingoing velocity.
This is clamped to always be audible and also not get too loud.