OFFICE FREAKOUT – Unreal/Wwise – Audio and systems design, varied weapon design, AI enemy design, pickups/UI

GAME SUMMARY

Office Freakout is a singleplayer action puzzle game about destroying everything in sight, including enemy AI, with a huge range of unique melee and projectile weapons. It is a very dense game visually and incredibly fast paced.

LINKS

Website: http://www.indiedb.com/games/office-freakout

Steam: http://steamcommunity.com/app/508220

Composer: Drew Forbes – http://autumnelm.co/

CORE PROJECT TENETS

DESIGN
  • Weapon design – over 20 unique weapons, mostly available as progress unlocks, very original designs, needed the player to feel rewarded by achieving unlock, some interesting gameplay mechanics for weapons called for unusual implementations
  • Destruction – to enjoy this game you need to enjoy breaking stuff, creating believable impacts without heavy stress on programmers
  • Keep player informed – a lot is happening in this game; rapidly and constantly; maintaining the player’s focus on core gameplay goals
IMPLEMENTATION
  • Music tied to Rage meter – using the excellent music composed for this game to directly inform the player of their progress in unlocking their bonus meter, which was essential for successful gameplay
  • Time dilation – very late in development a powerup was added that slowed time, balancing audio quality with player expectation
  • HDR – use of High Dynamic Range limiting to maintain focus
MANAGEMENT
  • Worked with another more junior sound designer
  • Providing concepts for dynamic score
  • Project was based out of the US, working out time management