Final Steps – SFX and Spawn Logic
SFX
I started the sound design. I wanted a theme that will have the energy i wanted for the game, and sense I'm not a musician I went to AI to create a sample, I tried many different music generators and finally I found something i liked with Suno.com. I took it to audacity and tweaked it to be a bit more versatile and loop correctly.
over the theme i want to add an ambient for each level to reflect the location but also the animal that corresponds to the level, so i hopped on free sound and got all kinds of sound effects for each level. the horse arena the dog park and the city. i combined and mixed them in audacity
(Editing loopable theme music and layered ambiance in Audacity for the Dog Park level.)
Food Spawning
to help with the food spawning logic in the levels we decided to put predetermined positions that the algorithm will choose to randomly spawn over (food and mines). we have a maximum of 5 teams per match and each team has 5 food to collect and about 2 mines per team so I added 35 spawning positions for each level. I tried to scatter them more or less evenly and create centres of interests, and also put some under things so that the wizards couldn't see. I wanted the food not to be too close together that the payer would always have the option to go around.
(Horse Arena level)
Reflection
Working on this project has deepened my understanding of how level design and sound can shape a player's experience. I started the semester with a strong creative vision, but I had never actually designed levels — the full process from concept idea to in-engine "Sims building" work. I’m proud of the result, and I really enjoyed the process — from blocking out environments to designing gameplay-oriented spawn systems and experimenting with sound design. I learned to think through the player’s perspective, balancing visual clarity, working within restrictions, and maintaining a common aesthetic and vibe across all levels. Looking back, I can see my design thinking evolving with each step, and I feel much more confident moving forward as a designer.
References:
- Suno.com – AI music generator
- FreeSound.org – SFX resources
- Audacity – Sound editing software
- Unity Engine – Level design and spawn logic
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