Prison Escape

A VR escape room set in a medieval stone dungeon. This one was fun because I got to do some voice acting for the guard and the various distant prisoner screams.

Immersion and Feedback

Prison Escape was slightly unique in terms of sound for me because it was in VR. The goal of the game was for a completely naive guest to understand what to do with no instruction, so I knew my goal was to make the audio complement the visuals in telling the player exactly who they were and where they were without exposition. Since we wanted to do a game set in a dark medieval dungeon, my goal was then to immerse the player in that setting as fully as possible. The game is an escape room with multiple different puzzles, which meant that I had to create many one-off sound effects, such as the sound of the tray sliding across the floor in the opening, and the rat squeaking when it appears after the code puzzle.

Making the world immersive meant making these sounds realistic, and then blending them into the space with reverb. Spatial audio also played a pretty big role in this, and I used the Meta XR Audio plugin in FMOD to spatialize the audio. Also, while I had initially intended to compose music for the game, I found that it was much more atmospheric to leave spaces of silence with just the ambient loop, so I opted for that. Instead, I recorded myself doing a variety of coughs and groans, and used a scatterer instrument in FMOD to play them at randomized pitches in random locations relative to the player.

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