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Wizards And Rhymes

Wizards & Rhymes is a 3D isometric puzzle adventure, playing a wizard who must engage in an epic fanatasy rap battle to see who will be the Wizard of all Rhymes!

Awarded Best Overall at Michigan State University's 2024 Spring Game Showcase

Roles: Systems Engineer, Systems Integration, Audio Integration
Genre: Isometric Puzzle Adventure
Development Time: 4 Months
Team Size: 10
Engine: Unity

Responsibilities:

  • Collaborated on a team of 10 from January to May 2024

  • Lead Ice and Lightning puzzle system creation and integration across 4 main puzzles

  • Designed and integrated key audio systems for Wwise audio middleware

  • Developed and integrated enviorment animations & VFX

Ice Puzzle

The ice puzzles were created surrounding a grid based movement system mimicking ice. This meant the player is able to slide and collide with blocks that either move or stop the player entirely.

The sliding and block mechanics were then integrated together upon this grid to give designers the freedom to create challenging puzzles for the player

 

The Ice Puzzle was designed to be a designer-friendly system to quickly create a grid-based sliding puzzle. I was responsible for the system's creation and integration.

IcePuzzle1Gif.gif

Ice Puzzle One

By creating a grid that the player snapped to, the direction that the player inputted determined the direction the player would traverse. Here, the player could collide and interact with ice blocks, which would also slide along the grid

IcePuzzle2Vid.gif

Ice Puzzle Two

Ice Puzzle Gameplay

Lightning Puzzle

The lightning puzzles were based on four primary mechanics: Lever, Push Block, Electro Block and Pressure Plate.

The key principle of the mechanics were to create an obstacle for the player to overcome. To do so, it was imperative for these individual systems to be integrated togther.

 

LightningPuzzle1EnteranceGif.gif

The outcome to consolidating these systems allowed for designers to quickly create and interate on their design for the lightning puzzles.

Lightning Puzzle Mechanics 

Lightning Puzzle Gameplay

Audio Integration

Given the musical focus of the game the introduction of Wwise was pertinent in creating an immersive experience for the player. My responsibilities lay in organizing, testing and integrating the audio from Wwise into Unity across the entirety of the project through a plethora of system.

Music Heriarchy & Transitions

The impact of my work here allowed for dynamic music to be an element within the game. This allowed for the music to transition between the different tracks contingent on the player's level progression.

Music Transitions

A significant portion of my work in Wwise lay in the creation and implementation of the musical state transistions. Working in Wwise, I setup the segments to path to a specific state. From here, I then created the transition between all nessesary states. This was then referenced within Unity, through collisions and events, to initiate a state transistion.

WwiseButBetterVid.gif

Wwise Interactive Music

Beat Reaction System

 A common used system throughout the game is the event-based beat reactionary system. By subscribing to events posted by Wwise, systems within Unity were able to react from beat intervals of 32nd notes up to whole notes. Using this, I created objects and decals that were able to alter emission intensity and scale for a pulse like effect. 

DecalGif.gif

Decal Pulse Gif

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