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This project is a University project for the Module "Interactive Audio". The project integrates the programs Unity and Wwise to create an immersive game scene using both visual and audio cues in order to pull the player deeper into the in game world. The project sees the player take control of a young viking as he scours his village for gems in order to defeat the "Skull King".

The video above is a short demonstration of the extent of immersion within the Viking village level. From the get-go the player is launched into the scene with music which is indicative of the time begins to play. Birds can be heard chirping as a soft wind blows and the waves can be heard caressing the shoreline gently. 

  

As time transitions the use of a time controller script allows for the cycle of Day and Night to develop as the dark begins to overtake the light changes can be heard through the village. An eerie whisper blows through the alleys and haunting screams can be heard in the distance as the player continues to explore the village. The use of a blend track combined with a game parameter which outlines the time of day allows wwise to smoothly transition the cycle of hours. 

  
 

The game features three separate music zones each with its own unique atmosphere. Two are similar in tone and create a cheerier feeling whereas the zone to the rear of the map creates a much spookier and horror vibe to the game through a soft choir. 

 

Another feature is a reverb zone created using a platform asset with a sphere collider, this allows the player to step on the asset at which point the players footsteps become much more reverberant, again adding to the tension and creating some more immersion for the player. 

 

Player Footsteps are vital in the immersion of the game as these change dependent on the material which the FPS Controller is currently stepping on, these range from dirt and gravel to wood and even water. These are changed with material switch scripts. 

 

A couple of NPC’s have been added to assist in the worldbuilding, these use colliders so that as a player approaches them, they will eject their line of dialogue. Neither particularly affects the gameplay but they add a dimension of reality to the game. 

 

A small addition is the use of the rotating crane element in the level which is attenuated so that as a player approaches it, the crane components can be heard crunching and grinding as the old mechanism rotates on its axis. Again, not a vital gameplay element but increases user immersion. 

 

The games simple premise is to collect 5 large gems which will in turn allow the player to destroy the “Skull King”. When a player interacts with a gem a sound is emitted to let them know they have collected it and the counter at the top reduces by one. 

 

The final gem to be collected is at the “Skull Kings” monument where the player will collect the final gem, some sounds can be heard from the flaming head of the Skull King to add to his mystical feeling but as the last gem is collected the skull king is brutally destroyed and the player succeeds in completing the game as a small message pop up will congratulate them. 

 

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