Session 4 Year 2025 Production Project TEMPLATE v.6

SUMMARY – Due Jan. 28

Playstation Videogames” by Claudiu Sergiu Danaila/ CC0 1.0

Role

  • Music Design / SFX

Intention (SMART Goal) for the Session

  • By Feb 28, as part of TEAM 2, I will have evidence of creating an atmospheric yet sensible sountrack by following Lunacy for Session 4.

PRE-PRODUCTION – INQUIRY – Due Jan. 29

LEADER(S) IN THE FIELD / EXEMPLARY WORK(S)

Primary Source

Danny Baranowsky

Danny Baranowsky is responsible for creating the soundtrack of the original “The Binding of Isaac”, “Crypt of the Necrodancer”, “Super Meatboy”, and many other older video games. His music has many ambient components, especially for the menu of “The Binding of Isaac”.

Secondary Source

Interview

This is an interview with Baranowsky, where he describes his musical work on the game “Industries of Titan”. This will give me a better understanding of how his music is made, along with how it should sound.

TRAINING SOURCE(S)

0:28 Why should I add ambience?

0:36 How to create ambience

1:02 What ambience can do

1:16 Overview of the techniques

1:34 Technique 1: Tweaking Stock Presets

3:12 Technique 2: Ambient Guitars

4:16 How to improve guitar ambience

4:33 Using a slide on a guitar

5:09 Technique 3: Sampling

7:21 Technique 4: Creating Custom Synth Sounds

PRE-PRODUCTION – PLANNING – Due Feb. 74:”

PROJECT TIMELINE

Pre-production Milestones

  • Trello Cards
  • Blog Post
  • Get a full scope of what we would like to accomplish this session

Production Milestones

  • Create a movement system
  • Have definable art for the characters
  • Produce music that fits the atmosphere and sound effects that provide mood
  • Include a menus system that is functional and looks good

Post-production Milestones

  • Reflect and take notes for general improvement
  • Clean the Trello board
  • Find what we can improve on the game for next session

PROPOSED BUDGET

Sound Designer: $29 per hour

~45 minutes on average per day

5 work days per week

~15 minutes a day outside of class per week

(5*45+15)/60=4

4 times of pay per week

$116 a week

(I would work more in an actual job)

EVIDENCE OF TEAM PLANNING AND DECISIONS

PRODUCTION – ACTION – Due Feb. 27

THE (FILM, SOUND, or GAME)

Game

This is Laboration, a game about a scientist being stuck in a radioactive underground laboratory. Each time he dies, he mutates back to life, getting stronger, but if he dies too much, then he is fully dead and cannot revive.

SKILLS COMMENTARY

We have a credits menu:

My job was the music designer, as I created the sound effects, music, and all other elements that you hear in the game.

POST-PRODUCTION – REFLECTION – Due Mar. 7

21st CENTURY SKILLS

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I grew with my creativity, as I made new sound tracks and learned how to imply certain feels with each creation.

Ways of Working (Communication & Collaboration)

Communication: I communicated outside of school with my team to get work done.

Tools for Working (Info & Media Literacy)

Info: I constantly looked up tutorials or examples to base my work off of.

Ways of Living in the World (Life & Career)

Life: I bettered my time management within this session.

REACTIONS TO THE FINAL VERSION

Peer: N/A

Hunter: “I enjoy the simple design, and I think theres a lot more you can do with it if you polish it. Also, if you want to fix fullscreen, go into Unity and make the game screen scale to 1920 by 1080.”

SELF-REFLECTION

Evaluative: I got what I wanted to complete, along with more in this session. I hope I can use excess ideas in future projects.

GRAMMAR AND SPELLING

Grammarly

EDITOR

Ayden

LinkedIn Recommendation for Ayden

It’s not often that you meet such an efficient worker as Ayden. He was the U.I. designer for our sessions 1-3, and I met him in September of 2024. Often we play games outside of school on a call for team bonding, and Ayden has great communication skills with everyone. He also ensures that my ego and self-esteem stay at a regulated level. Any manager should be thankful to have Ayden as a team-member.

WaterDrain

LOGLINE / WHAT PROTAGONIST DOES

The protagonist will be in an underwater setting, swimming through underground caves. This will be a semi-dungeon crawler rogue-like game, where you attempt to get back to the surface.

PROTAGONIST / MAIN CHARACTER

  • A random human who stumbled into a ravine on a hiking trip, finding himself deep underwater.
  • A spirit saves him, and grants him extended breathing, but he must find more pockets of air as he moves around.
  • The less breath he has, the more damage he does to surrounding enemies
  • If he can’t breathe, he dies

PROTANGIONST CORE WOUND or MOTIVATION 

The motivation for the protagonist is to escape from the underwater cave (survival), allowing him to get back to his family

GENRE

  • Dungeon Crawler / Rogue-like

PLOT DESCRIPTION / GAME PLAY & WIN STATE

  • Win: Escape the cave
  • Lose: Die while trying to exit
  • Plot: Falling into a ravine, attempt to escape.

TREATMENT: THE WORLD OF THE PROTAGONIST

  • The protagonist’s bag allows him to carry infinite items
  • His surroundings are wet and rocky, with rare patches of air in certain rooms
  • It’s darkly illuminated by glowing algae and crystals, or tiny holes to the surface
  • The creatures that live down here are unknown species of fish, bacteria that can harm you over time, and still water (those who know :skull:)

INFLUENCES and EXAMPLES