SPECTRE is a ghost-hunting game created for a group university project.
It takes place in an abandoned funfair that has been overrun with ghosts. The player must kill the ghosts and complete puzzles in order to escape.
The game uses audio as an important mechanic, for detecting the ghosts and solving puzzles
My roles:
Audio design: One of the main points of this game was to include very low lighting, forcing the player to rely on an alternate sense - hearing. I created sounds for the ghosts, the rail carts found around the level, and for some of the puzzles.
Puzzle creation: I created two puzzles for the game.
- The first was focused around the Ferris wheel; the player has to figure out to follow cables that lead them to a fuse box. Upon interacting with the fuse box, the Ferris wheel will begin to move, allowing the player to pick up a collectible from the top carriage.
- The second was a sound-based puzzle consisting of different switches that all play their own unique tones. There is a big switch that plays a randomly generated sequence, and the player must recreate the sequence using the switches in order to unlock a gate in order to gain access to a collectible.
Modelling: I created three models for this game:
- A wooden duck (used as a moving target in a puzzle)
- A hot air balloon
- A grenade
Group leader: During the planning stages of the game, I took charge in pitching and tuning game ideas and concepts, as well as art and sound direction.
Skills developed from this project:
Audio implementation and stereo sound: None of my previous projects had used audio in any way, so this was my first time learning how
Use of counter actors: in creating my audio puzzle, I realised that in order to keep track of how many switches had been pressed in the correct order, I would need a separate actor to use as a counter that could communicate with each instance of the switch actor. This is because if the counter was a variable within the switch blueprint, the value of the counter would not update across every switch, but only the one with which the player interacted.
This video shows the Ferris Wheel puzzle that I created, in a prototype stage of the game. I created the ghostly whispering audio that plays when the player is near the 'Out of Order' sign.
This video shows the puzzle I made using sound-playing switches. Since the sequence is randomised with each playthrough of SPECTRE, this is just one example of how the puzzle can manifest.