In order to complete my education, I joined Gamabilis for a 6-month graduation internship, which was followed by a contract during the first weeks of 2019. This start-up focuses on "Games for Change", a type of serious games that pushes players to question their habits and the way they live, to initiate global changes toward a better future. However, since the company is still young and have to make a living, it also develops more traditional serious games following a business-to-business model.
In order to complete my education, I joined Gamabilis for a 6-month graduation internship, which was followed by a contract during the first weeks of 2019. This start-up focuses on "Games for Change", a type of serious games that pushes players to question their habits and the way they live, to initiate global changes toward a better future. However, since the company is still young and have to make a living, it also develops more traditional serious games following a business-to-business model.
Romain Trésarrieu
Game Designer
In the bottom of your screen is a preview of the Sound Design work I did on Boh'Garg Pursuit. I have put all the sounds I have prepared for the game atop my altered version of the background music (Volatile Reaction by Kevin McLeod) to make it sound like it would have when playing the game.
For a better understanding of the action, here are a few key moments:
00:00 to 00:08 - Intro
The music slowly builds up. Characters are running away from something?
> Around 00:06, a character jumps to avoid an obstacle (his footsteps stops while in the air, but we still hear the other's)
00:08 to 01:06 - 2D Phase (1)
The music jumps to another loop as Boh'Garg appears on the screen with a cry. From this point, we will hear its grunt in the background.
> Around 00:15, a character slides to avoid an upper obstacle.
> Around 00:19, a character attacks a wall, breaking it, to go through unscathed.
> Around 00:23, another monster appears on the right side of the screen, going across the character in the upper lane. This one does not manage to avoid it and is hurt around 00:25, pushing it a bit backward and closer to Boh'Garg. The monster growls as a feedback for the player that they are in danger.
> Around 00:32, the music enters the main loop of its 2D Phase part.
> Around 00:41, the lower-lane player is about to go through a crumbling. The other player immediately create a platform to block the falling rocks. The platform disappears a few seconds later.
> Around 00:45, another monster appears. This time, the player from the lower lane quickly reacts and throws a dagger at it, killing the monster and protecting the player from the higher lane.
> Around 00:55, the characters went pass a lever but did not trigger it. A short sound tells them that they did something wrong.
01:06 to 01:48 - 2,5D Phase (1)
The players find another lever an trigger it. A mechanism opens a trap that strikes the monster following them. The music changes. There are not many sounds in this part as the characters have to move on the side, what does not makes much noise.
> Around 01:14, a character hits back one of Boh'Garg's projectiles. The monster is hurt, and players have to do it 5 times to clear the phase.
> Around 01:16, a character collides with an obstacle, making them dizzy (in this phase, if they are hit by a projectile when dizzy, they are projected out of the screen). The noise lasts until they feel better.
> Around 01:38, the 2,5D phase music loops.
01:48 to 02:08 - 2D Phase (2)
Boh'Garg has suffered 5 attacks, the game goes back to its 2D phase. This phase is kept short here as they are not new things to hear.
02:08 to 02:38 - 2,5 Phase (2)
Once again, the characters trigger a lever and Boh'Garg is struck by a trap, switching the game to the 2,5D phase.
02:38 to end - Boh'Garg's death
After suffering 5 new attacks, Boh'Garg is dead, and the characters go out of the screen. In game, there should have been a 3rd round of 2D-2,5D phase, but I cut it as there is nothing new to hear.