While messing around with the first person template in UE4, I created a simple enemy AI that would follow the player throughout the level until it reaches the player.
This gave me the idea to have a sound attached to this enemy so that you could hear where it is coming from.
Adding to this, I thought that having the sound not only get louder, but have more of a stereo presence as the enemy gets near would allow the player to locate the enemy realistically through sound. I also figured out a way to have the audio trigger an event (stop in this case) on contact with the player.
With these things in mind I have decided to create a game where the player will be chased by an invisible foe (maybe a monster?) that can only be heard. The gameplay will come from trying to avoid the enemy by using their ears and making their way though a level such as a cave or tomb to escape.
On to the level design next!
As my final major project (FMP) is worth a whole module of my degree it needs to be of relatively large scope. I would like this project to be a major part of my sound design showreel that I will eventually send to potential employers, therefore I have decided to create and implement sound into a game. From my research in the field of game audio I have determined that many studios are utilising Unreal Engine 4 (UE4) to create their games combined with Audiokinetic's Wwise to implement the audio. With this in mind I have decided to create my own game within UE4 and implement the audio using Wwise.
As a Sound Design Technology student, sound is obviously the most important part of my project. Knowing this, I have decided that in order to make sound the star of my project I will use simple pre-made visual assets and game mechanics so as to not get bogged down in those aspects of development. In some manner I will make the audio an integral element of the gameplay to allow the sound to shine.
At this stage I don't have a fully fledged idea. I'll see what direction the project naturally takes itself in :)