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Wisper Shootout II

Wisper Shootout II is a vertically scrolling space shooter where players must use a variety of weapons to take down a boss. This project was created as a demonstration for VFX Design work using Unreal Engine 4.

Personal responsibilities for the project included VFX Design, UI Design, and Audio Design.

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.

VFX Programming

The Problem: While the gameplay of Wisper Shootout II was completed relatively quickly, as a game primarily intended as a Niagara proficiency tech demo, the game required particularly standout VFX.

What I Did: VFX tasks were split evenly between the 4-person team. Utilizing Unreal Engine’s Niagara particle system, I designed a stylistic exhaust trail for the game’s spaceships using transparent cubes, and a spherical shield effect using materials, shaders, and a low-poly sphere model I created in Blender.

UI Design

The Problem: Though simple from a gameplay perspective, our game nonetheless needed functional UI Elements to give the player information necessary to complete the relatively short experience.

 

What I Did: Using Unreal Engine’s built in UI system, I created a simple heads up display to match the game’s retro arcade style, displaying the player’s health, the boss’s heath, and the player’s shield gauge. 

Composing and Designing With Retro Sounds

The Problem: In its near-finished state, the game still felt lacking in its audio implementation. The lack of music and sound effects struck us as particularly jarring in contrast to the game’s detailed and stylistic visual design.

What I Did: During the final day of the project, I quickly composed a chiptune track in the style of the NES or Famicom, limiting myself to the same four sound channels as the original hardware (two square waves, a triangle wave, and a noise channel). The limitations I imposed on myself ended up significantly expediting the composition process, as I already knew everything I had to work with before the project even began. I was also listening to a lot of chiptune soundtracks composed by Tim Follin at the time, which served as my main source of inspiration.

For the game’s sound design, I went a similar route, primarily using a recreation of the NES‘s noise channel to further add to the game’s retro feel.

Team Size

4

Blog posts featuring Wisper Shootout II

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 Wisper Shootout II Team

Andrew Hunt

Systems Designer, AI Programmer

Michael St. Louis

UI Designer, Audio Designer, VFX Programmer

Colin Deane

Systems Programmer, AI Programmer

Jason Kmeciak

VFX Programmer