Week Four
- Robert Allen
- Dec 10, 2023
- 2 min read
We started the week by Shannon informing us the art team had made a asset list of their own. This list included all the different animations they were hoping to make.

With this list, it provided us with more information on the sounds we would need to make. This list also included a few things in which we didnt have on our list from last week so we would need to assign these tasks to eachother. We were also informed that the design team had already begun creating concept for the level design and UI.


Similar to the assest list, we could use this concept art to begin experimenting with different sounds. According to the art team, the Warden’s, (Boss of the game), model is now complete meaning we should also begin considering how they should sound whilst moving, attacking, injured and dead. The top of the castle will now have a dragon so we would need to begin coming up with sounds for that. During the game, the player will be wearing combat boots meaning when walking around they would be making thud like sounds.
For Wwise, we wanted to begin work on implementing it quickly so we were told that in the coming week we would have a zoom call with someone who is more aware of Wwise to teach us.
The design team had created a document which goes into detail how the the different page abilities would work.

With this we then discussed how we could bring these spells to life through sound. For example, Sigil Nautilus could have this really big splash on impact. Finally, we then decided who would do each ability. I decided i would do Sigil Nautilus as i liked the description of it.



