Explaining the Fancy Freddy the Fairy Fetcher game

In 2012 I’ve made a physical audiogame with a few classmates using the ceiling speakers of the schools PA system. It turned out a whole lot of fun to play and watch. I programmed the 1 dimensional game engine, the artificial intelligence and was the voice over, narrating the game.

Advertisements

Game audio, Sound Design and some more programming

Currently getting some work done for three awesome games. They differ widely from one  another though they’re all very great.

Phenomenon – The first game is a physical game where one can walk around in a room with binaural audio on his head which adjusts to the players position and view angle. I am making the real time binaural processing engine which calculates how a sound should sound and where in the room the player should hear it. It’s very interesting and also quite complicated and tricky. The whole game could function solely on audio, though the team puts great effort in decorating the room and adding extra effects using motors and what not. Should any questions arise about the used tracking or binaural processing techniques I’d be happy to answer them.

Hank vs. Hector – The second game is quite the contrary to the first one, as it is a one button game where you only control the altitude of a flying mouse. The theme is very cartoony and fun, whereas the audio completes the picture, making it a hilarious game to play or watch.

Biobots – The third game also has quite an interesting touch to it. The game is built for people with ADD and ADHD to train their focus/attention. The player has a Mindwave sensor on their head, which is a brainwave measurement device. We use it to see how much attention the player has got. In the game the player has to have a certain level of attention to be able to perform certain actions. With lower attention the game gets harder. It’s a 3D game with a organic steampunk style to it, which makes it a lot of fun to design the audio for it together in an audio team. I also played a few instruments for the adaptive music layer.

Game- & interactive Audio-design.

I’m currently working on an audio-game for people with bad or no vision, together with Gijs Driesenaar. Using an iPhone and some rather unorthodox but interesting methods in Max 6 to create a sound environment which adapts to the players choices and actions. We will be working with some binaural techniques to recreate a functional spatial hearing feedback system so the player will be able to steer appropriately and play the game.