Resonant Stone

Platform: PC

Engine: Unity 3D

Production Time: 2 Months

Size of Team: 1

Role: Sole Designer

Roles and Responsibilities

  • Designed a compelling echolocation system to create engaging experiences for players

  • Created a stable demo for players to enjoy

  • Designed in depth tools including a Sequencer that would go on to influence other project

  • Held multiple playtesting sessions to develop the game’s tutorial and mechanics.

Overview

Resonant Stone is a GameCube inspired horror game where you explore a dark cave using your unique ability of echolocation. Find your way through tight winding caves while avoiding whatever else might live down beneath the earth.

Gameplay Features:

  • Nostalgic pixelated visual style reminiscent of GameCube and Dream Cast

  • Impressive adaptive audio that changes based on gameplay

  • Tense atmosphere with heavy elements of claustrophobia

  • Mark your path with noisemakers to find your way through the winding caves

Code Snippets

Audio Effect System

Resonant Stone’s Audio Effect system interacts with WWise’s RTPC values to adjust audio effects during runtime. These effects are modular and scalable to larger projects, with each effect being made as a Scriptable Object for reusability.

The Audio System also has multiple preset audio types for single sounds, repeating sounds, or triggerable sounds.

Repeating Sound

Shown above is the inspector view of a Repeating Sound script. Attached we can see the sound event, as well as it’s list of Audio Effects and some other positional/strength parameters.

Audio Effects

Above we can see two examples of the Audio Effect system. The RTPCAttenuation will change an RTPC value based on the distance between the player and the object.

The RTPCRandomization will randomize a given RTPC value each time it’s UpdateEffect is called.

Event Sequencer

Resonant Stone was the first project that made use of my Event Sequencer. In this project, I use it to enable and disable groups of game objects based on the state of the player’s camera. This creates the effect that the player’s echolocation can be just as much of a limitation as it is a skill.

Conditions Created:

  • On Look Away

Events Created:

  • Disable GameObject