inventing sound effects
choosing textures & tones
shaping mood
designing ambience
making UI sounds
thinking about emotional impact
layering audio for atmosphere
record clean audio
edit files professionally
mix levels
clean noise
export correctly
understand microphones & gain
handle DAW workflows
Web-based, accessible on all (most?) devices with microphone. Does require adult help to signup for free account.
Open source (free) software recording and editing audio. Windows, MacOS and Linux Laptops/Desktops only
Library of over 700,000 free sounds, be mindful of the license (you may need to give credit etc.)
Free level (premium subscription not neccesary), available on desktop browsers and for Apple and Android mobile/tablet via app store. Requires an account creation (adult help)
SFX: Quick, punchy sound effects
Ambience: Background mood sounds
Loop: A track that repeats seamlessly
Mix: Adjusting volume levels
Timing: When a sound plays to increase clarity
They check what each team is doing and make sure no one is stuck or confused.
Do the artists know what the writers want the character to look like?
Do developers know which sprite or sound file they need?
Does the sound team know the mood of the level?
Some teams can’t start until another team finishes.
Artists need descriptions from writers
Developers need art + sounds
Sound designers need level ideas
PMs help teams finish things in the correct order so nobody is waiting forever.
PMs deliver quick messages:
From writers → to artists
From artists → to developers
From sound designers → to developers
And from all teams → to the teacher (you)
They’re like friendly messengers.
If someone doesn’t know what to do or gets overwhelmed, the PM helps break the task into steps.
A feature is one complete part of the game — something the player can do or experience.
Examples:
Player movement
One playable area or level
Talking to a character
Solving a puzzle
Jumping over obstacles
Background music or ambient sounds
We won’t know our exact features until we choose our genre, because different genres need different things. But all features follow the same workflow.
We can use draw.io (free) kanban boards to help us track features:
see an example here
Every feature moves through all four teams in this order:
Writers
Describe what the feature is, why it exists, and what the player is doing.
(Example: “Player can talk to an NPC and choose a response.”)
Artists
Create the visuals needed for that feature.
(Sprites, animations, backgrounds, UI icons, etc.)
Sound Designers
Add sounds or music that match the feature’s mood or action.
(Dialogue sound blips, ambient area music, footsteps, etc.)
Developers
Put everything together in Godot and make it work.
(Coding interactions, collisions, UI, timing, logic.)
A feature is only “finished” when all four teams complete their part.
To help all four teams stay organized, everyone will upload their work to our shared GitHub project — even the writers.
GitHub becomes our “studio hub” where every team can see what every other team is making.
Writers:
Character description
Dialogue scripts
Lore docs
Level ideas
Feature descriptions
(Plain text or markdown works great!)
Artists:
Sprite PNGs
Animation sheet
Backgrounds
UI icons
(Organized into an /art/ folder)
Sound Designers:
Sound effects (WAV/MP3)
Music tracks
Ambient loops
(Stored in a /sound/ folder)
Developers:
Godot scenes
Scripts (GDScript)
Exported builds
(Inside the /game/ folder)
Please complete form and be sure to submit. I want all voices heard.