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Reflection of a Firefly

  • Writer: Fraser Williams
    Fraser Williams
  • Dec 7, 2016
  • 2 min read

The plan:

Initially Blake and I had trouble receiving an asset list or plan from the games design team but after some talking online we established a direction and full asset list to follow.

So the initial plan was a little hard to write, but we managed to create a solid plan with what we are doing on what days, and apart from the initial hiccup because of the asset list and a full days work lost we recovered and worked twice as hard to get the production finished.

As far as the schedule went, Blake and I made our production within the 2 week timeframe, and uploaded all assets onto the drive for integration into the game. The plan was followed down to the tee, we even included things that were not on the asset list just in case they could use them in their game. I think the main reason why we followed the plan so well was because of Blake and myself's ability to work as a team, making the whole process streamlined. Another reason was our extensive research into the construction of foley sounds and what concepts we would like to try, we tried a few different sounds but found the best ones. How did it sound? The ambience really added to the game and made it more realistic as well as enjoyable, there's enough ambience going on to keep the user entertained while also creating the image from a firefly's point of view.

I'm very happy with the assets we delivered as were the game design team.

The audio was implemented into the game and is available to download at https://tyekbryant.itch.io/firefly

Itch.io is a great platform to release a game because there's a large community base with games and it even has the opportunity to release to steam greenlight


 
 
 

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