Category Archives: sound design

Maru Maru

(Edited October 22, 2011.)

Our Round 3 BVW world, Maru Maru. It should have been amazing: a Kinect-powered ballpit simulator for all ages. Unfortunately, Unity’s physics engine bailed on us and refused to give gravity, but it only started doing so on the last few hours of testing. I think the number of objects being rendered set off a built-in trigger to save hardware ressources by cutting some physics effects, even though the ETC computers were very far from being overloaded according to the task manager. Too bad. In short: the balls should not have been sticking to the top of the screen but falling all the time.

The screen capture software, FRAPS, made the whole thing even worse due to its own demand in ressources, I guess. The game ran fine on my computer for some reason. I don’t know why. We still got a very good grade, which gets in my way of calling the Universe unfair. I’ll still do it, but with much less credibility.

Good news! The bug was fixed in the early hours of the morning yesterday, Friday, October 21, 2011. The following video is the new, working version. A special thanks to Chenyang Xia of Project Augur for helping fix the aforementioned pesky bug!

First ETC project: sound for a trailer

I picked Metroid: Other M, in great part because I’d never played a Metroid game since the eighties.

This trailer and its accompanying sounds are used under the fair use policy for educational purposes. No copyright infringement is intended. If you believe that the material presented in this video infringes on your rights, please contact me about it.