Nim

John Walden


Technical Designer

Game Designer

NIM

Blueprint Scripting

Sound & Music Design

Engine: Unreal


DAW: FL Studio


Timeframe: 4 weeks


Platform: PC


Team:

Designers: 3

2D Artists: 2

Programmers: 3

3D Artists: 4


Date: Feb 2019

AUDIO SYSTEM

THE PROJECT

Nim is a puzzle platform game set in the tree tops of a mysterious forest where you play as a spirit who wishes to revive the Tree of Life


The game features a Hook and Tethering mechanic where the player can hook objects and tether them to the environment or other objects in order to solve platforming puzzles.

MY ROLES

Sound & Music Design: I handled the sound design and music parts of the project, creating the assets and building up the audio and music systems.


Project Manager: From weeks 2 - 4 of the proejct, I worked with the team to help manage the projects priorities.

Actor blueprint that controls the volume fades between audio layers. Main music elements were split into 3 layers and ambiences into several additional layers. Menu music and cutscene music also had their own audio component layers.

Timelines were used to fade volumes of each layer. These were linked to Custom Events that are called from within the game.

GAME SOUNDTRACKS

OBJECT IMPACTS

TRIGGER MUSIC EVENT

This is a component I made added to wooden objects. Essentially, if this object hits another, and the force of the impact is above a certain threshold, an impact noise will play at the actors world location.


A trigger that accesses the Blueprint Audio System and triggers music fade timeline events based on what the trigger's state is set to in level.