ANGELINE THERESE R. CARLOS
Sinag is a very early game prototype. It is based on Angeline's research regarding electronic game accessibility and the effectiveness of audio production. It aims to be a fully inclusive game for the disabled, especially for the visually impaired and blind.
the In addition, she also created multiple sound design assets, collaborated with music composers for game music, and designers for the visual aesthetics. These assets will be key for future development.
The story of Sinag is based on Philippine mythological creatures, and set in a post-apocalyptic Philippines.
CLICK TO PLAY AUDIO TRAILER
(YES, VISUALLY, IT'S ALL BLACK)
(WEARING HEADPHONES IS HIGHLY RECOMMENDED)
SINAG FOR MAC
SORRY! THIS WILL NOT WORK FOR M1 APPLE SILICONE MAC COMPUTERS >.<
PRE-PRODUCTION
This production bible was created last trimester. In here you'll find Angeline's plans (some happened others changed), story line, character development, thought process, and a bit of research.
GAME DEVELOPMENT
PLAYER/SINAG
In order to kick start her game development, Angeline made use of Unity's 3D third person game template. It automatically had the player amateur, character controls, lighting, camera controls and a basic playground environment.
She then integrated scripts/game logic from her GAD170 (Game scripting elective) to Sinag.
WIRELESS CONTROLLER
Angeline connected her PlayStation 4 controller, and incorporated the proper character controls to Unity's input system.
By doing so, she then give the player (actual gamer) a choice on whether or not to use keyboard and mouse, or a gamepad.
ATTACK 1
ATTACK 2
ATTACK ANIMATIONS
In order to depict and action attack, she downloaded free animation assets from Unity asset store. She then incorporated the animations to the character, and had them triggered by pressing certain buttons.
MONSTER/ENEMY
It doesn't look much, but it will act like a vicious beast!!!
Once triggered the cube will start approaching the player and will continue to do so, unless defeated or the player runs away.
This cube represents the Sigbin.
VISUAL AESTHETICS
It is not Angeline's main feature, but she was able to get free environmental assets from Unity asset store and integrated them into the world.
AUDIO CUES TRIGGERS
TRAVERSAL
These triggers are placed all throughout the game level. They act as a cookie crumb trail, and will lead the gamer to the destination.
OBSTACLES AND BORDERS
Similar to most games, Angeline has placed colliders in order to stop the game player from going to certain places/falling off the map.
She then placed an additional collider layer to ALL of these to trigger their respective audio cues.
GAME ACCESSIBILITY
Game accessibility functions allows people with various types of impairments. Though, due to the extensive list of accessibility guidelines, Angeline focused more on accessibility functions for the visually impaired and/or blind. These functions are of the following:
TEXT TO SPEECH
In order for a non-visual player to know the controls, Angeline has provided a voice over for each of the menu buttons.
AUDIO CUES
These audio cues were carefully placed in the world in order to assist non-visual players. These were all then incorporated to their respective triggers within the game level.
NAVIGATION/TRAVERSAL CUES
It acts as a radar, indicating the player on where to go.
OBSTACLE CUES
When this sound plays, it means you have hit an obstacle
BORDER CUES
3D AUDIO
It will allow the listener to perceive sound from multiple directions, including height (above or below). This will help non-visual people to distinguish the position/location of certain game objects.
CHARACTER ASSET PACK
CHARACTER SOUND AND VISUAL DESIGNS
SINAG
Sinag is based on pre-colonial Philippine tradition. They were known as mystical healers, and served as the mediator between the spirit and human world.
FOLEY
FOOTSTEPS
CLOTH MOVEMENT
DIALOGUE
They were used as Sinag's reactions for certain events.
SINAG VOICE
SINAG SINGLE ATTACK
SINAG DOUBLE ATTACK
MYTHOLOGICAL CREATURES
Every creature found in "Sinag" storyline are based on Philippine mythology and folklore. Due to the fact that these creatures are fictional, both visual and sound design assets were created based on folklore descriptions.
Here are some examples:
DIWATA
They are known as nature spirits, and are often stewards of nature. They are mostly known as good, but there are tales that state otherwise.
EARTH/FOREST
AIR
FIRE
WATER
In order to incorporate their elemental beings in audio, I made use of each diwata's element and integrated it respectively. In addition, I made use of a simple chime sound to state that they are good.
Forest Diwata:
Leaves augmented to sound like wings passing by
Tree/plant rustles swooshes
Air Diwata:
Bird flaps as wings
Gush of wind as swooshes
Fire Diwata:
Insect wings that somewhat mimic fire cracking
Fire swooshes as it passes by
Water Diwata:
Wings that mimic bubbles
Water swooshes as it by
BUNGISNGIS
They are described as a large strong man who is always laughing. Though, despite their strength, they are easily outwitted.
LAUGH
CLOBBER ATTACK
RUN AWAY
MANANANGAL
According to folklore, they are vampiric female cannibals. In order to search for their victims, they would separate their upper and lower torso, spread wings and fly.
IN-WORLD MOVEMENT
TORNADO ATTACK
SIGBIN
Their description vary in folklore. There are stories about them being dog-like, or somewhat a hornless-goat with large ears, and others would say they are similar to a kangaroo.
This is one of the more interesting visual designs. Other than basing the designs on folklore stories, they were primarily based on the sound design itself. Which breaks away from the norm of 'sound design follows the visuals'.
IN WORLD MOVEMENT
ATTACK BITE
DESTROYED
MUSIC
Each of the musical pieces represents a certain theme throughout the game. Philippine indigenous instrument sounds were used to give more of an ethnic feel.
Here are some examples:
AURORA BALER BY HERO MAURICIO
BATANGAS BY LUKE REID
MANILA BY LUKE REID
NEGROS OCCIDENTAL BY HERO MAURICIO
AUDIO INTEGRATION
To integrate sound effects and Dialogue, Angeline made use of an audio middleware called Audiokinetic Wwise.
Here are some examples of her process:
FOOTPRINTS
After editing my footsteps in Protools, I then imported them into Wwise and placed them into random containers.
These random containers could play the sfx randomly (as per name). It also randomises the pitch per sfx whenever played.
She then created switches, in order to have Unity and Wwise communicate which of the following are of the surface type. Each random container was assigned to their respective switch.
In order to call out the different switches, she made more colliders within the game. Whenever the player amateur enters that trigger zone, the assigned switch would play the assigned footstep sfx.
Now, time to code! Since her game play is in third person, Angeline needed to sync the sounds to the character's animations. She created "FootstepsPlay" function that would then be called out by the animation.
Angeline then went to both running and walking animations, scrubbed through them to see where foot lands on the ground, and synced/called out the "footsteps" function to them.
TRAVERSAL CUES
After importing the sound assets into Wwise, Angeline edited some settings for the traversal cue.
These settings are key to enable the player (gamer. actual human) to distinguish the location of each of the traversal cue.
She then created game distance parameters, which is the distance of the game object to the listener/player.
Once the game parameter was set, she created Real-Time Parameter Controls (RTPC). This allowed her to control specific properties, such as volume and pitch, in real-time based on the distance parameter.
PACKAGING DESIGN
It was inspired by Angeline's production bible cover design... made better!
Braille was incorporated into the design to accomodate non-visual people. There are two aspects to the packaging. A box and the CD casing itself.
On the box, the braille title camouflages as if one of the magic particles floating around, and a less discrete braille for the story synopsis. Hopefully, this would also trigger a visual person's curiosity.
The CD case itself will have the same front cover, and a worded (not braille) synopsis.
TESTING
Event though this is a very early prototype, Angeline was able to conduct product testing to improve her game level. During this time she was able to understand how different people play games, how they react to the sounds, how they feel about the game controls, etc.
Yes, those are fluffy koala blindfolds.
TEAM
PATRICE PATALINGHUG
SINAG VOICE OVER ARTIST
HERO MAURICIO
LUKE REID
MUSIC COMPOSER
Email: lkreid6661@gmail.com
HARRISON SHARMAN
TARA JAVIER
COLLABORATIVE WORK
DECEPTION
Short film created by trimester 5 (trimester 2, 2021) class.
Job done: Location sound, over-all audio post-production
TALES OF THE ALTERED
Video comic created by Harrison Sharman for his major project.
Job done: Sound Design, and final mix
IT'S BETTER OUTSIDE
Short film created by Leo Becker for his major project.
Job done: Location sound, over-all audio post-production
OCEAN'S KEEPER
Short film created by Gabriella Lechenby for his major project.
Job done: Location sound, over-all audio post-production
PREVIOUS WORK
TERMINATOR
AUS 220 POST-PRODUCTION RE-DESIGN PROJECT
LORD OF THE RINGS
AUS 230 POST-PRODUCTION RE-DESIGN PROJECT
REFLECTION
These past trimesters have been full on. I dove into a world (game design and sound designing for games) that I barely had experience with. Did I regret it? Not really, but I did questioned myself every now and then. Was it worth it? Definitely.
Sound designing for games is a completely different experience compared to sound designing for films, commercials, etc. It is immersive, and the sounds unveil as things are triggered. I love it. Though, I know I still have a lot to improve on.
One thing is for sure, during this process, I experienced the intensity of needing a team (it was pretty much a slap on the face since I tend to work independently, but I do not know and cannot do everything). I couldn't have done it without them, and without my lecturers' support and constant reminders/well-ness checks/advice (thank you additional dads! Hehehe).
There are a lot more aspects (game logics, sounds, accessibility features, visual design) that I would love to integrate. Though it would take a lot more time, and I will need a bigger team. With that said, I'm definitely going to continue on with Sinag after this course. It has a long way to go, but I know in myself that it could be what I set it out to be.
So buckle up, buttercup. It's going to be a looong ride.
That's me (human)
Contact Details
Name: Angeline R. Carlos
Skillsets:
Audio Post-Production (ADR/voice over recording, Dialogue editing and mixing, sound editing, sound design, music editing and mixing)
Voice over artist
Music mixing
Basic sound design for games
Basic C# scripting
Email: anjtrcarlos@gmail.com