In May 2021 I took part in a 48h game jam hosted by Kingston University. Working with two game developers, we had limited time to design, create and present a game at the deadline to judges.
The theme for the game was set by the hosts 'Back to the Future 5.0' left to our interpretation. We worked consistently through the development process, coming up with ideas, gameplay features weighing up what was possible in the time given and what would make a 'complete' fun game.
Once we set on a direction for the game, I began work on the sound effects. The main character is 'Chime' a little fireball left to navigate a map and solve puzzles in an attempt to progress before extinguishing from lack of fuel. I based all the sounds around a flame, using fireplace ambience as a default noise generated by the character, which intensifies through the players states, adding a gas noise and intense flames in the players 'volatile' state. I used a fizzling out sound for the player extinguishing and a match striking sound when the player runs into a wall and stuns themselves. The idea behind these themed sound effects was to create a consistent soundscape around the player, immersing them in the visuals and creating a well rounded experience, as well as attaching the player to the character they control.
The gameplay is designed to be repetitive, left for the player to repeat, gaining knowledge and skill in the games mechanics as they live and die, steadily progressing until they complete each level. When it came to music I didn't want to go the standard route of a soundtrack playing until the player dies, before restating on respawn. Instead I integrated the music in a way that it seemingly randomly faded in and out as gameplay continues, regardless of success or failure. This helps add to the adventure style of the game, that extinguishing and respawning is not a negative event but necessary for progression. The style of music is very relaxed and chilled, mixed with atmospheric background sounds for player immersion and to fill the gaps where music is not present. I used soft keys and a clean electric guitar to create relaxed melodies that built the tracks, aimed to add to the player experience without drawing attention away from the character.
Track 1
Track 2
After a long 48 hours with very little sleep, we were awarded a prize for the 'Best in Theme' category.
Link to playable build: https://broodleym.itch.io/chimes-adventure

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