Aerie is a 3D platformer in which you throw yourself from island to island using rings and trampolines, which you place and reuse.
Genre: 3D platformer, Exploration, Toy
Engine: Unity 3D
Team size: 4 members
Project duration: 4 months (October 2023 - January 2024)
Support: PC
Engine: Unity 3D
Team size: 4 members
Project duration: 4 months (October 2023 - January 2024)
Support: PC
My contribution :
Sound Design:
- Sound mixing and composition of feedback sounds.
- Creation of an evolving ambience that varies according to the player's actions.
- Integration of the sounds and ambience into Unity, using FMod.
Sound Design:
- Sound mixing and composition of feedback sounds.
- Creation of an evolving ambience that varies according to the player's actions.
- Integration of the sounds and ambience into Unity, using FMod.
Game design:
- Reflection on the mechanics
- Playtesting and iterations of mechanical concepts
- Reflection on the mechanics
- Playtesting and iterations of mechanical concepts
Creative process:
When I did the sound design for Aerie, I analysed how our objects should behave and tried to imagine the sounds that might come out of them if they existed in real life, to have a realistic sound design in line with the visual art direction. I then collected pre-existing sounds from sound banks, and assembled and mixed them to obtain our actual sounds.
As for the music, I'm not a composer myself, so I got some royalty-free ambient tracks that were in keeping with the visual theme of the game, and I adjusted them according to the player's height, to give him an auditory reward when he tried to change the environment.
When I did the sound design for Aerie, I analysed how our objects should behave and tried to imagine the sounds that might come out of them if they existed in real life, to have a realistic sound design in line with the visual art direction. I then collected pre-existing sounds from sound banks, and assembled and mixed them to obtain our actual sounds.
As for the music, I'm not a composer myself, so I got some royalty-free ambient tracks that were in keeping with the visual theme of the game, and I adjusted them according to the player's height, to give him an auditory reward when he tried to change the environment.
Result: