Submarine Adventure

ROLE:

Technical Project Manager + VUI Design

YEAR:

2018

CATEGORY:

Voice

A GAME PLAYED ONLY USING YOUR VOICE

You are in command. You are the captain the Maelstrom, a first class Submarine. You tell it where to go – North? South? If an enemy vessel comes nearby, will you fire a torpedo?

In reality, submarines rely on sound to navigate underwater with echo sounders, whilst their commanders use voice to lead the crew, for that reason, it is well suited for an audio-first voice application.

Modern video games consist of components for players to immerse themselves and keep playing. We took into consideration most of the following during our initial research, except for the use of graphics/visuals, which are only used as a supportive element if the player owns a device with a screen.

SETTING THE STAGE

To start, the environments surrounding a Submarine were investigated – the control room, captain’s cabin, or the deep dark waters crewmen divers go into to complete a mission. Our main goal was to create an intriguing storyline that can captivate players without visual aides and exploring the power of audio. To start, the environments surrounding a Submarine were investigated – the control room, captain’s cabin, or the deep dark waters crewmen divers go into to complete a mission.

‘The Maelstrom’ Submarine Sections

Control Room

Diving Crew

Engine Room

THE POWER OF AUDIO

We believe that audio can transport a person into new worlds. In Submarine Adventure, we aim to immerse the player into a series of undersea adventures to create a sense of wonder, fear, awe, and excitement.

SFX Audios

Sound Effects (SFX) were created to paint the scene inside and surrounding the Submarine.

Natural Soundescapes

Sound Effects (SFX) were created to paint the scene inside and surrounding the Submarine. One of the interactive elements of the game, is granting the chance players to guess the surrounding animal sounds such as a Blue Whale or Snapping Shrimp. 

SCRIPTS + DIALOG FLOWS

To offer an interactive and dynamic experience, My Submarine combines 2 forms of conversational mechanisms: linear and dynamic.

Traditional Linear Script

Based on decision trees and offers minor deviations from the intended happy path. The benefit is a compelling story and creates an emotional connection with the story’s character development.
Happy path script
flow_dialog
VUI Script Block
VUI Conversational Flow Diagram

Dynamic Content

In this second type of conversation interaction, same as the ‘choose your own adventure’ concept. A player can venture off-piste and explore on their own – making the experience unpredictable, reinforcing a sense of urgency and increasing replay-ability.

Navigational Elements

By offering this type of interaction, it opened up the opportunity to expand the game’s features and capabilities. Players can decide the course of the Submarine using navigational commands.

WORLD_MAP

After conducting research on coordinate systems and navigational maps used today, we created the game’s world system as accurate as possible. Our main goal was to create an interactive experience while giving players the ability to use navigational commands to explore through a map without any visual guidance.

Movement and Exploration

Admiralty Chart
Chessboard Quandrant

An Integrated World

Using a Google Sheets integration, we created a map that is connected to the game’s code logic. The map can be updated and expanded in real-time, allowing for players to explore and experience different adventures – such as going through shark infested waters or an underwater cave.

Levels of 3D Depths

Lead Creative Team

Vincent Slevin + Jemma

Lead Developer

Luis Angulo

Developer

Oscar Mogollón