● Effectively created an Adaptive Music experience centered around the Anteater monster's states
● Focused on spatialized, 3D audio, which was integral to the gameplay mechanic of distracting the monster and understanding your positioning
● Composed the main menu theme, and many SFX including Anteater noises, flashlight and phone noises, and the doors
● Successfully collaborated with Gameplay programming to create easy-to-use structs for seamless implementation
To the right is the Official Trailer for Late Night at Uni. The full game can be found at https://dnajerab.itch.io/late-night-at-uni
To the right is an example of much of the audio implemented using FMOD, highlighting the jumpscare SFX for Late Night at Uni.
I am extremely proud of this game. This project taught me a workflow in terms of designing sound curated for horror, which was not only fun, but allowed me to experiment in a bunch of ways.
The final product might be one of my most polished final products to date, and a lot of that is a result of the collaboration between art, audio and narrative. The team was very responsive with feedback which led to better iterations of sounds, and the audio team worked hard to sync their work with the ambitious goals of the art department
While this may not be my largest scope project, I am very satisfied with the final product. My favorite part was making the Main Menu track because I got to experiment with Time manipulation, leading to an eerie and haunting effect.