I worked as a UI Programmer, Audio Programmer, Sound Designer, and Composer for an indie game called Idol Hell.
- I worked closely with the Creative Director to make the audio in Ableton. I would receive feedback and iterate on the audio and once the audio was at a good spot, it would be tested in-game before iterating further. Most songs would take a week or two to fully finish, and audio would generally take a day. Though each would go through iterations after outside playtest feedback. The hardest thing about composing was keeping a cohesive sound, while also making distinct sounding stage and boss themes. Sound effects were generally harder to make right because they usually had to be super short stingers while staying distinct so the player can know what is happening while not looking at everything.
- For the programming side, I worked closely with our lead programmer to make sure everything was working together properly. The most impactful work I did was implementing the audio and music managers since we did not use an audio middleware like FMOD or WWise. However, I think if I were to remake it I would go about doing it differently. The current changing song with fading in and out is a bit convoluted, and had led to issues through most of the project. I would try to separate out those from each other and have a controller take care of it all. Also I don't know why I didn't create a struct for each song instead of having two related dictionaries. Another pain point was getting the dialogue waving to work. Really it was just understanding how text rendering and TextMeshPro worked.
- Lastly, I cannot show this with pictures, but I also am the one who manages the Steamworks backend and set up all of the store pages (main game, demo, soundtrack) and updates the depot with new builds.
The Release Trailer for my game Idol Hell
I worked on all of the sounds. They are all compiled here
Select songs from the soundtrack I composed