Collaboration: Project Brief

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The concept for this 2D one button delivery game is simplistic, the game designers stating Flappy Bird as an influence. We got sent this brief along with a spec for the sounds the MA team wanted.

I met with Szymon and Monika, and we formalised a response to this initial brief with a series of questions that we sent back to the MA students, which are as follows:

  • Is this a browser only game or for mobile as well?

Depending on console, computer or mobile – the game will be played out of different kinds of speakers. Good to think about how the sounds will be most heard before we begin designing.

Computer Only

  • What is the theme of the second level?

For music and sound design it would be good for them to give us a finalised theme, as they said in our initial meeting they were planning an extra level.

Cowboy Western

  •  What happens if you fail the second level, do you start from the beginning?

If the game is a stamina type game where the odds and stakes are higher, this might change the approach in theory. How challenging the game is supposed to be.

Reset to beginning of Level

…And finally two quite self-explanatory questions

  •  Will there be additional sounds that are individual for each level? (example: sci fi sounds, truck and different types of vehicles sounds, different types of crash sounds etc.)
  •  Are you okay with expanding the sound design after your deadline? (our deadline is in June and we want to make sure we meet all the assessment criteria)

These two were answered in one:

The list was small so the basics of sound could be achieved in the short deadline, any extra sounds past the MA’s deadline date are welcomed.

Potential additional sound effects – these are sounds that immediately came to mind that weren’t included in the initial list:

  1. Start up sound (before the menu shows up)
  2. Soundscape/background sound apart from music, for example city ambience along with background music
  3. Vehicle sounds (trucks, alien spaceship etc)
  4. Engine when moving (brief sound) and standing (continuous sound)
  5. Different types of crash sounds in each level
  6. Clock/time (only if it fits to the background sounds and music, we need to check)

I spoke with Szymon and Monika and we delegated out tasks. Monika went for title sounds and background music, Szymon did some background ambience and music, and I did background ambience and car sounds.

https://www.youtube.com/watch?v=6O2cbPAYxFs

In our early Whatsapp communications and meetings, the MA team repeatedly cited Flappy Bird as their source of inspiration. So we start with this playthrough as our first reference point and from it, build a reaction to the brief.

My initial response is that Flappy Bird features incredibly minimal sound design with a start sound, flap sound, ‘point’ sound for getting through a gate and a fail sound. Music, background ambience, and randomisation within the action sounds will be key to giving the game some variation. Similarly, the spec provided has 5 sound effects and 3 Background Music specifications.

Flappy Bird is a game that has garnered mixed reviews and is somewhat controversial, my concerns moving forward is that we create sound design which makes the game more frustrating. Monotonous sound design aspects in a game that’s difficult can probably increase a players level of annoyance and frustration, we need to make sure our sounds are satisfying to hear when the player is doing well, so they are less frustrated when they aren’t doing well. I think if a game feels like a nice experience, its potentially less likely to frustrate and annoy. So we have to get the aesthetics right.

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