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Climb On! is a 3D adventure climbing game where the objective is simple.... get to the top!  You play as a Lemur character on a fantasy mountain and must overcome obstacles and find a route up the mountain.

Lead Programming, Creative Lead and Sound Design

I conceptualized and created the game using Unity 3D.  I designed and built and entire mountain.  The game is built around a climbing mechanic in the sprit of Zelda Breath of the Wild.  I was able to make the climbing animations look more real by using Unity's built in inverse kinematics system.  I was able to make the character's tail a rag doll allowing the player to swing it around with simulate physics.  I did all the sound design in Unity working with new implementation techniques.

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3d Sounds and Procedural Wind Audio

All of the in game environmental SFX can be experienced in 3D with Unity's built in Audio Engine.  I created a procedural wind sound system using the OnAudioFilterRead function built into Unity.  From this I generated white noise and then added a low pass filter.  I was then able to programmatically link the frequency cutoff on the lowpass filter to the players position which opened up the filter to allow more high frequencies to pass and thus simulating wind.  To further this I also created two wind gust systems that would shift the low pass cutoff frequency by random increments and different frequency amounts depending on the player height.  These gusts mixed in nicely with the main wind ambience and through the reverb zones really helped improve immersion.

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Audio Scripting

 I created several audio array trigger scripts that helped with 3d sounds I also was able to trigger audio with animation events allowing me to make the foot step sounds exact.  I also triggered audio in various particle systems which were used to create environmental effects.  I made lighting bolt particles that emitted a strike sound as well as a sound if the lighting collides with anything, which created a sub-emitter particle spark effect to go along with the crash sound.  I created several reverb zones that really helped gel all the audio together in a believe-able mountain with caves that sound like caves.  I created music system that fades in and out between tracks allowing a mood shift in gameplay that reflects the visual experience and enhances the player experience.

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