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BONKERS

GENRE
Fighting

ENGINE
Unreal Engine

TIME
6 weeks (2022)

TEAM SIZE
12

MY ROLES
Sound Designer
Music Composer

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Local Multiplayer

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PC Game

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~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!

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DOWNLOAD ON ITCH

DESIGN PILLARS

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Engage your enemies in thrilling asymmetric naval combat, where you must chose battles carefully to avoid more powerful vessels.

Physics-based

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STRENGTH IN NUMBERS

Rapidly manage your crew during combat to reinforce different ship subsystems and turn the tables on your enemies.
 

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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 

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BONK

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SPEND

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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

  • Sound Effects

  • Ambience

  • Soundtracks

AUDIO DESIGN

Process of creating Sound Effects

Original Dry Recording
00:00 / 00:05
Reversed Recording (with all effects)
00:00 / 00:05
Final version with radio static
00:00 / 00:05

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.

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reversed, pitched, time shifted.jpg
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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.

Final Boss Track
00:00 / 00:48
Ending Theme
00:00 / 02:00
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