This page covers the development of my skills within Audio Design.
I primarily use the software 'Audacity' to create audio.
Creation of a FULL level - Quack:
For an assignment of mine, I had to create a level with immersion, re-playability and interactable elements.
I went ahead by creating a huge kitchen where you play as a tiny rubber duck who traverses the room to try find mother duck.
About the level:
The level is a giant modest kitchen, where the player traverses it as a tiny rubber duck.
It was created in Unreal Engine 5 and all the models were created by myself in Blender.
There was a few yellow arrows dotted around to guide players where to go, aswell as some sticky notes with tips on them to help the players navigate.
The map included several interactable elements:
- Sponges → These sponges launched the player upwards, like a jump pad.
- Water Puddles → These made the player slip in random directions whilst touching them, potentially causing a player to need to restart a section.
- Brown (weak) shelves → These were a variation of the shelves in the level but they would break after 3-5 seconds of being touched by the player. They would then respawn a few minutes later.
Evolution of the level's design:
Below are screenshots that show how the level's design progressed during the creation stage.
(Progression: Left to right on each row)
The final level:
Below is the final design for this level, showcasing the full level from various views.
Challenges I faced during the creation of this level:
I faced a few small issues when creating this level, but I overcame all of them and managed to pull through.
- Scaling was an issue at the start, everything was either too big or too small and too close or too far. After testing the playability over and over, I managed to perfect the scaling, even allowing 3rd person feedback through playtests.
- Picking a good colour scheme was a big issue for me. Whilst it's a little tiny part of the level itself, a level can actually be destroyed immersion wise if the colour scheme is terrible. Through 3rd person voting, I finally landed on my final colour scheme.
Event Lobby - Gnometales:
This is a lobby I created for an event held for the Youtuber and Game Developer @GnomeCode.
It is called "The Time Atrium" as it serves as a hub for players of the event to navigate between a level based on a specific year, from 2013 - 2025.
About the level:
The level is a giant atrium with a huge clock as the centerpiece.
Since it was made for GnomeCode, who primary uses Roblox, the level was created in Roblox.
There was absolutely no Blender used for this level and was infact made entirely inside of the Roblox Game engine using their part and union systems.
Evolution of the level's design:
Below are screenshots that show how the lobby's design progressed during the creation stage.
(Progression: Left to right on each row)
The final level:
Below is the final design for this level, showcasing the full level from various views.
Challenges I faced during the creation of this level:
I really only faced one challenge on this level and it was deciding on allowing multiple players to simultaneously be present without cramming. Originally it could fit about 10 players before it looked crammed, so I tweaked the scaling to ensure that as much as 50 players could fit in happily, with extra space. This made it so GnomeCode could stream the event with his fans present.
"Intern" - Minigame Map:
This is an unfinished map for an old game
It was going to be a top-down view minigame where you work in an office but you have to keep your caffeine levels high, use the toilet when the coffee is processed and finish all workplace tasks before end of shift. It was cancelled because it was for a Game Jam but I ran out of time.