

When the creature is close enough to the player, I have the whispers panned all around them. Otherwise, they are summed and placed in 3D space as normal

I handled all of the audio implementation in the game, which included writing all of the scripts, designing and building the structure of the dialogue data (and parsing it), setting all of the triggers for every sound, configuring the audio options menu, etc.

When the creature is close enough to the player, I have the whispers panned all around them. Otherwise, they are summed and placed in 3D space as normal
Game Trailer
Lock In is a First-person story-based horror puzzle game where you take the role of a teenager breaking into their old, abandoned middle school with their friend on Halloween. After getting separated from your friend, you must explore a new, paranormal version of the school full of mystery and puzzles to escape. This was the second project made for Michigan State University's MI445 (Game Design and Development I) class. I was in charge of all of the audio (and implementation) in the game.
Points of interest:
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Did all sound design, music, and implementation
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Spearheaded everything related to the dialogue in the game:
- Localized dialogue and subtitles in English and Spanish
- Scripted entire dialogue system and data spreadsheet parser
- Cast, directed, and recorded voice actors
- Created a creature aura that surrounds the player sonically when close enough
- Handled the audio for our trailer video