Role: Sound & Systems Design
Engine: Unity 6.0
Platform: PC
Team Size: 8
Development Time: 12 Weeks
Development Period: August 2025 - December 2025
Hook & Sinker is a 2.5D bullet-hell boss rush where players take on the role of a hunter who slays monstrous sea creatures. The game challenges players to master navigating the stage and utilizing their harpoon gun to ‘hook’ and ‘sink’ a massive leviathan.
I created the initial concept for the boss, laying out the ideas for how the boss's different attacks both in (rudimentary) art and text. I laid out the initial concepts and used these concepts to instruct the programmer on what the boss should do, and how the boss should act while fighting it. I also programmed minor gameplay elements (drop-through platforms, the bridge that falls down in the tutorial), using Unity and C#, working closely with the team's programmer and learning their code base to code smaller features like these. While I was not as knowledgeable about the code as the programmer, I remained in contact with them, and studied their code heavily, as well as using google to research things I didn't understand at the time, in order to create functions for the game for smaller mechanics such as the drop through platforms that worked and felt good with the movement and gameplay systems programmed by someone else. I made it part of my personal pipeline to document every change I made to the code and how it worked as video development logs, so I could communicate to the rest of the team the changes I had made. I also worked heavily with games testing and balancing the game through the feedback received. I would test the games with Champlain College's Games Testing Lab, and twice, I created testing plans and analyses based on the feedback received at testing. I aggregated the results and analyzed what they meant and how we should use them to improve our projects. Then, I went in-engine and changed the balance for some of the variables. Namely, I was focused on balancing player movement, and making the player movement feel good and enjoyable to players, based on their feedback. Finally, I composed a three-song soundtrack, and created and programmed sound effects. The soundtrack was composed in FL Studio, and I worked closely with artists and narrative designers in order to create a soundtrack that fit in with the overall aesthetic of the game, including creating documentation creating the sound. For sound effects, I created them using foley or used Champlain College's open source sound library. While I didn't program the system that played the sounds, that was our programmer, I coded when each sound would play using our programmer's pre-existing system, and I balanced all sounds in-engine. I also analyzed and mitigated all risks when it came to sound.
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From working on this game, I learned a lot about game balance and how to make a hard yet fair game. I learned how to deal with testing and how to balance game feel based off the testing results. I learned what to look for from testing, how to take those results and apply them to make changes to the game, and also when to not make changes if feedback is split. I also strengthened my skills in music production and composition, and I composed a soundtrack I'm really proud of. I also learned that getting the team's priorities in writing each sprint is an important step to coming up with tasks. I learned how to deal with inter-personal team drama, how to manage that, and how to cooperate with teammates better. This project was a tough one, we only had one programmer for the entire project, and we had to deal with a member of the team not pulling their weight. During this project, I learned how to be respectful and give more respectful feedback to my team, and how to work with what I was given, when the hand I received wasn't the best. (No offense to my team, they were great, and we wouldn't have gotten this done without them, but only having a single programmer really hurt this project and limited what we were able to do.)
Finally, I learned that sometimes, not every project or concept is destined to succeed. For the class this project was a part of, Capstone, there were eighteen games in the class, and only ten moved on to further production in Studio 3 in the subsequent spring, with the other eight being scrapped. Unfortunately, our game was one of the eight that had to be scrapped. While it was initially a disappointment, from the feedback of my peers and professors, I learned the process of greenlighting a game can be competitive as well as artistic. I learned that failures can't keep me down, and I can look forwards towards the future of my career, even if one project doesn't work as intended.