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.
- Intriguing environment + setting
- Interactive storyline + character development
- Immersive Audio Experience + Effects
- Dynamic world map
SETTING THE STAGE
‘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.
Snapping Shrimp
Blue Whale
SCRIPTS + DIALOG FLOWS
Traditional Linear Script
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
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