My Contributions to the Project
A brief bulleted list of things I worked on or created during my time on this project. Feel free to click the plus signs if you’re interested in more details about certain entries.
Level Design in a Rhythm Stealth Game
The Problem: As a stealth game, level design was paramount for Beatbox Burglar, and our team needed a satisfying and challenging environment for the player to explore.
What I Did: I initially wanted to create a large, sprawling and maze-like layout for the player to explore. My first completed design (pictured above) went unused however, as our team came to the decision that such a large level layout may be too over-scoped for a game jam project, and while I was confident in the design I came up with, going through a properly thorough playtesting process with such a tight deadline would not be feasible. As such, I agreed with their decision and a smaller, more compact level was created for the game’s final version.
Programming a Music System for a Rhythm Game
The Problem: With the deadline approaching, Beatbox Burglar needed scripts in place for a dynamic music system with properly timed looping. As a rhythm-based game, the music needed to match the gameplay even more so than usual.
What I Did: Utilizing GML scripting, I created a set of variables to control the game’s music. The music was exported as a set of stems: the base music track, the “guard layer”, and the “laser layer”. These layers come in based on the type of hazards are currently near the player. Additionally, the script had the functionality to change the music based on the player’s completion percentage of the current level.
Composing Under a 3-Day Deadline
The Problem: As a rhythm game, Beatbox Burglar required music that not only fit the game’s setting and tone, but served to tell the player when they should and shouldn’t make inputs. This proved to be an especially difficult challenge, as the game jam format imposed a strict 3-day deadline.
What I Did: As the game’s audio designer, I was the one tasked with composing the game’s music. With the deadline in mind, I opted to create a much more loop-focused track for the game, as it not only was easier to work on, but the steady and unchanging rhythm of the drum beat allowed Beatbox Burglar to serve as a quick and easy entry point for players who weren’t as confident in their rhythm game skills.
Released
June 2020
Platform
Itch.io
Team Size
3
Blog posts featuring Beatbox Burglar
One of my favorite things about being a game developer and an audio designer is getting to share the things I learn with whoever I can. Check out some recent poste from my personal blog!
Coming Soon!
The Beatbox Burglar Team
Andrew Hunt
Co-Designer, Lead Programmer
Brynn Hooper
Lead Artist
Michael St. Louis
Co-Designer, Programmer,
Audio Lead
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