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"Playing as two mimes, you must solve the puzzles within the ancient ruins to bring the theater troupe back together for their comeback."

 I contributed all sound including:​

  • Sound design.

  • Implementing all sound and music to FMOD Studio.

  • Sound forward thinking during team and feature meetings.

  • Communication with The Team to develop and iterate on audio.

Project Time ≈ 70 hours

Trailer

The Team:

  • Me on sound

  • 3 Level Designers 

  • 4 Graphic Artists

  • 2 Animators

  • 3 Technical Artists

  • 5 Game Programmers

  • 1 composer

NPC voices

Since the game features a theatre troupe, I drew inspiration from how characters talk in the game Don’t Starve, imagining them as having their roll as instruments in a theatrical orchestra.

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Npc talk short-001
00:00 / 00:02
Npc talk long-001
00:00 / 00:06
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Npc talk short-004
00:00 / 00:01
Npc talk long-004
00:00 / 00:04
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Npc talk short-002
00:00 / 00:01
Npc talk long-002
00:00 / 00:02
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Npc talk short-005
00:00 / 00:01
Npc talk long-005
00:00 / 00:02

This NPC talk system builds on the one in Slumberland: instead of a sound per letter, it plays sounds based on the number of spaces in the text.

This is done by using one event with a parameter for number of spaces in the text. this parameter triggers action sheets with multi-instruments that play notes of random pitch and length. if there are more spaces in the text box the parameter choses a action sheet with more multi instruments. 

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