Dreamward

Dreamward is a perspective shifting puzzle solving game for PC. In the game, players experience the journey of two princesses from Tang Dynasty going home.

Role: Producer / Sound DesigneR
Team Size: 7
Development Duration: 5 months (2022.01 – 2022.05) + Ongoing

As the solo sound designer, I was in charge of the execution and implementation of every sound assets. For this project, we used Wwise audio middleware and Unreal Engine 4. I learned and practiced a lot about Wwise and its UE4 integration.

The most useful function is the animation synchronization function. I used that for our walking animation. It saved me lots of time compared to do it manually. As for the footsteps, I’m also using Wwise to cut out different footstep SFXs from one long footstep file. I did this in the consideration of the overall package size of our project as art assets had already taken lots of spaces.

A fun fact about the sound I designed. According to the story, the animal that our main character draws on the wall is a wild goose. However, as you may know, the calling of wild goose sounds terrible. Because of that, as many other sound designers did, I used the Red-tailed Hawk’s calling as the replacement.

I also wrote all the soundtracks for this game.

For Jincheng’s Dream, my guiding words are serene and dreamlike. To assist narrative, I chose some signature instruments such as the Tibetan singing bowl, and Pipa. For the second soundtrack, as the game proceed, the two princesses went to Danxia Landform, a place that’s similar to desert. Thus, I want to create that feeling with music by using instruments like Erhu and Dagu.

Near the end of the production, we came up with the idea of using music change to give players more positive feedback. However, the time won’t allow me to write another bgm. Thus, I came up with the idea of taking out some essential instruments from Jincheng’s Desert, and put them back in when players reach a certain checkpoint in game. This became Jincheng’s Simple. I then played the two tracks together when a level starts, and used Wwise’s state to control the volume, which created the seamless transition.

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