EA OCCO: JPiS

For the intro animatic, I composed original music alongside the video that coincides with the key points of emotional expression. I calculated what BPM would match these points and then created the song in Propellerheads Reason (version 7). I also designed sound effects to act as stingers for the moments of communication that tell players the story of the game they are about to play.

I made this teaser video for a student game project I developed under the direction of the Office of the Chief Creative Officer at Electronic Arts. For the project I served as a game designer, audio artist/engineer, and producer. This video showcases some of the music and sound effects I did for the game.

For the first 3 stages of gameplay I defined an intensity variable that is passed into Wwise for RTPC. The intensity settings of 1, 2 and 3 correspond to low, medium and high, respectively, as seen in this video. Once the players reach the boss, the music transitions to a new song, and again if they manage to defeat the boss. Not depicted in the video is the increase in pitch, tempo, and HPF as the players’ ship takes more and more damage, followed by an immediate drop in pitch accompanied by a LPF when the players take a final life-ending hit.

Advertisements