MOLE MAIDEN
Mole Maiden is a pixel platformer with a super cool burrow mechanic. I was brought onto the team to finish up and implement all of the remaining SFX for our game, releasing in 2025. At this point, I’ve spent a lot of my time both bringing our larger bosses and areas to life and fixing our audio-related bugs.
I can’t share much about the game yet, but here is a cool system I’ve implemented into our artificially organic area, Eden. This system is how I’m handling ambience in an area with both an inside and outside portion. To give the player a better sense of the grandness, I’ve added a low-pass filter to the ambience that goes away as the player exits into the room showcasing our environment.
On top of this, there is a randomized scatterer in FMOD that is launching 1 of my 8 wildlife SFX at random intervals. This brings a great amount of life and naturalism into the area. With the variable set between 1 and 5, I can utilize FMOD’s “seek speed” nicely to create a natural-sounding speed for the removal of the low-pass filter. All of this creates a highly immersive and seamless ambience for the player in this room
This whole system is controlled by a 2D trigger that covers the entire outside area. Whenever the trigger is entered, our variable is set to 5. Whenever the trigger is exited, the variable is reset to 0. The event always defaults to 0, as the player never enters the area from the outside.
Stay tuned and keep an eye out for when I can share more cool audio features, especially our bosses!