Development Overview: From Mechanics Systems to Player Feedback – Iris
In the early stage of the project, my role mainly focused on Mechanics Design, especially dialogue, reputation, objectives, and progression. At first, I wanted to
In the early stage of the project, my role mainly focused on Mechanics Design, especially dialogue, reputation, objectives, and progression. At first, I wanted to
Before starting the actual development, I broke down the expected game loop and required systems for The Verdant Trail based on the project’s core gameplay
Playtesting 1 Critique As players played, the dialogue wasn’t happening at the correct time, so people didn’t understand the narrative at all. One said they
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Distance Attenuation First, the most basic thing: enable “spatial (3D) sound” in the game, and make the volume decrease as the distance increases. Adjust the
I wrote this Salmon Run background track rather spontaneously when inspiration struck, so it’s really just a rough draft for now. Since the scene takes
Over the past two days I finished the newly released Resident Evil 9: Requiem. The section in the sanatorium basement where you repair the fuses
To be honest, we didn’t do much “long-term” planning, because our playtest cycle was actually a bit stressful for me. Given the workload, my technical
I’ve been thinking about what game sound design should actually look like if I were to work on it. Up to now, my personal work