Game Writer - Narrative Designer
An AAA-experienced writer striving to craft stories that stick with you long after the credits roll.
BONKERS
GENRE
Fighting
ENGINE
Unreal Engine
TIME
6 weeks (2022)
TEAM SIZE
12
MY ROLES
Sound Designer
Music Composer
Local Multiplayer
PC Game
~15 min
GAME OVERVIEW
Bonkers is a hectic, local-multiplayer physics-based brawler where your sole objective is to hit everyone else off the map. Use swords, axes, or a good old wooden box to smash your opponents on a variety of arenas. Gain the advantage by spending your well-earned Bonk Stonks on powerful upgrades such as making your weapon larger or setting the enemy on fire. May the best Bonker win!
DESIGN PILLARS
Engage your enemies in thrilling asymmetric naval combat, where you must chose battles carefully to avoid more powerful vessels.
Physics-based
STRENGTH IN NUMBERS
Rapidly manage your crew during combat to reinforce different ship subsystems and turn the tables on your enemies.
AN EMOTIONAL JOURNEY
Experience a short narrative-driven experience as you pick up crew members and learn about their relationships and quirky personalities.
GAME LOOP
BONK
SPEND
RESCUE
Explore the dark waters of the Himalayas.
Enemy ships will constantly pursue you. Sink them!
Rescue lost crew members to upgrade your ship.
MY CONTRIBUTIONS
AUDIO DESIGN
AUDIO DESIGN
Process of creating Sound Effects
I used FL Studio Pro for all things audio related since creating the sound effects required alot of sound shaping, mixing and some recording. The sound effects I couldn't create myself I found online and tweaked and revamped. I had to make sure the audio matched our game vision and style and for this reason iteration was an important part of the process.
Creating the background noise while dialogue is playing in the game was especially fun and required some creativity. Let me walk you through the process of making this specific sound effect.
I recorded my own voice and pitched it up quite a bit, time-stretched it and reversed it. Then I cut out the low-end frequencies using an equalizer and also slapped on a filter to really shape the sound to my liking. I also used a compressor to get a nice dynamic range and as a final touch I added a radio static noise to the arrangement and leveled the master channel.
Soundtracks
For the music, my vision was to convey a feeling of melancholy and stress, but with a touch of hope. After playing around with some ideas, I decided that the best way I could translate this vision into music was to go with the orchestral genre.
I wrote two out of a total of four tracks for this project: The final boss track and the ending theme. I was collaborating with another composer who made the other two tracks and this was a fantastic experience - not only for learning purposes, but also for feedback and continuity.