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SPOOKY TYCOON

Sound Designer, Composer | Silly Goose Studios | 8 Members

ENGINE

Unity

PLATFORM

Mobile

DURATION

ST Title Screen
Spooky Tycoon Finalized Main Menu Art

GAMEPLAY

Oct. 2024 - Nov. 2024

GENRE

Casual Game

Spooky Tycoon Gameplay

For audio creation and implementation, Spooky Tycoon showcases my audio works within a casual setting. Using foley and DAW SoundTrap, I was able to record original sound effects and compositions. While creating five original pieces, these compositions emphasize the simplicity and casual gameplay of this project. Within engine, I was able to create audio triggers and cues in scene for the dialogue and attractions. Spooky Tycoon represents the example of eerie cuteness within audio. This video displays live gameplay showcasing sound effects and the title track.

AUDIO

Spooky Tycoon TAmanda Moller
00:00 / 00:29
Spooky Song Amanda Moller
00:00 / 00:56
SAmanda Moller
00:00 / 01:10
Spooky Song 3Amanda Moller
00:00 / 01:05

Spooky Tycoon has a total of five original compositions and thirteen sound effects including dialogue. These songs are placed in an array and played in a specific order to keep the feedback fresh for the player. All compositions were created in SoundTrap, while the sound effects were produced with foley and edited in Audacity. All audio components are displayed here.

Spooky Song Amanda Moller
00:00 / 00:55
Spooky Tycoon Finalized Sound Effects and Compositions

SOUND ASSET PROCESS

ST Dialogue Mixing
SoundTrap Recording and Effects
ST Audacity Editting

The sound asset I'd like to review is the dialogue of the main character, McKitty. I started experimenting with various instruments and objects that match his energy, and it wasn't lining up with the gameplay. At that moment, I started recording my own voice. While making a purr sound and rolling my R's, I was able to capture a unique sound that ended up being used for the final product. With splicing and various effects, I was able to create lines of dialogue that aligned with our character. Using a high cut filter, clipper, and pitching, I landed on the end product used in the game. Using audio implementation in C#, I was able to align every dialogue option to what McKitty was saying as well as starting and ending dialogue. It has to be one of my favorite sound assets I've made. Below is the final version of dialogue as well as a demo sound asset scrapped early in development.

Dialogue SFX Master
Demo Dialogue SFX
Audacity Effects and Finalized Asset
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