Taphobos Sound Design – Aims, Objectives and Learning Outcomes

Taphobos is a two player virtual reality game, well known for its rather usual use of a coffin to immerse the player. I was put in touch with the developer, James, after the developer of my last game, Hashtag Dungeon, recommended me to him. The games concept is unique, but simple; one person wears an Oculus Rift, a virtual reality headset, and sits inside an actual coffin. The second person plays a normal game on a PC, roaming around a large church and graveyard scene, and has to find the player who is buried inside a coffin hidden somewhere in the game world. Have a look at the Taphobos website for some videos and descriptions of what the game entails.

 

Aim:

-To create a high quality soundtrack (sound design and music) for the game, Taphobos.

Sub-Aim:

-To spend some time doing work experience with the sound department of a game studio.

Requirements:

1.The full sounds for the game, including ambiences, player sounds and spot effects, for both players in multiple locations.
2. Two music tracks, one looping main menu track and one for the release trailer.

Technical specs:

1.Recordings will be 24bit/96kbps WAVs
2. Sound files will leave the DAW as .OGG (Ogg Vorbis) files for best integration with FMOD.
3. Sound files will be implemented with FMOD then programmed into Unity.

Objectives:

-To record high quality source material using professional techniques to build the sound design from.

-To create sound design assets that are:

1. of a similar standard to other indie games,
2. well considered in light of the genre and the industry,
3. developed and revised to best engage the player and fufil the expectations of the developer.

-To record, produce, implement and deliver high quality sound design and music assets.

-To work alongside the developer to best fit their needs and vision for the sound of the game.

 

Learning Outcomes:

LO1: By the end of the project, I aim to have explored field recording in much more depth, in order to capture all of the sounds for the assets in the game.

LO2: I will explore and evaluate the sound of both other indie games, and other ‘horror’ games, in order to expand my understanding of indie game sound, and deliver a similar standard product.

LO3: I will work alongside the developer, in order to best understand and deliver their vision, as well as using my audio expertise to deliver a high quality product.

LO4: I will explore improve my technical implementation and understanding of FMOD and it’s integration with Unity.