Interviews With the Team: Christina: Sound and Testing Lead
Hey guys, Adam here again from Angry Ghost Games. Development of Magefest is coming into its final week, and no new features are being added. I took the time to interview the other members of the team as I prepare the final overview of the finished game.
I asked Christina about her work on Magefest, her opinion on working with an established team, and her thoughts on the work that has gone into the project.
Describe Magefest in your own words.
Christina: I’d say that Magefest is a multiplayer party game, where players are free to verse each other in a fun and competitive way. Players are able to choose from three custom levels to have a free for all battle royal against their opposition until the time runs out.
You joined the dev team part way through development, how have you adapted to working with the team? Do you feel like you got to make an impact on the game?
Christina: Adapting to the team was pretty smooth and we were able to pick up production again straight away. I was able to give out my strengths and weaknesses to the team and find a role that I could comfortably handle and contribute to. While I wasn't actively involved with many of the visual elements in the game, I feel that the audio is also an important aspect to any game so I was happy to help in anyway I could.
What are your thoughts on the rest of the team (in general)?
Christina: The rest of the team has been great to work with! Everyone is on top of their assigned work and brings in their best to each meeting. I can honestly say that this team has been one of the best that I’ve ever been apart of.
You are the Audio lead for the group, can you explain what that has entailed?
Christina: As the audio lead, I looked into and researched what sounds would be needed for certain aspects of the game as well as mixing some sound effects together to get the best result suited for Magefest. I kept and built a folder system full of various sound effects ordered and categories in what I thought would be useful, even if we didn’t end up using them. Each week I would work on gathering and editing sounds together for certain parts of the game and in the weekly meetings would gather feedback from the team on whether the sounds worked. Notes were made for sounds that needed to be edited further and how they could be improved and I would repeat the process until we were all happy with the results. Eventually we were then able to bring in the audio files and code them into the game.
How do you feel about the game; has it been progressing well?
Christina: From the few play tests we’ve done so far I feel like the game has definitely been progressing well. Even just play testing with others has shown me how fun the game is already. I’m looking forward to when it’s fully completed.
Have there been any issues with the project, or anything that you worked on that didn't work as planned?
Christina: There were some stages of the audio coding process that had me stumped at first but thanks to everyone's efforts we were able to figure out a work around to any issues regarding that.
What have you worked on personally that you're proudest of in the game?
Christina: I was actually very proud with how the healing sound effect turned out. It was one of the sound effects that had to be edited a few times before we were all happy with it, but it was worth it in the end.
Was there anything else that you wanted to bring up?
Christina: Nah I think that was pretty much it. The game is reaching it’s completion thanks to everyone’s hard efforts and dedication. It’s been a blast to help work on this game with everyone!
I'd like to thank Christina for her time with the interview. Please check out the interviews with the other members of the team which should also be available now.
Later this week I'll be showcasing the game in its finished state. Other than bug-fixing the game is pretty much complete at this point.
Thanks for reading guys!
I asked Christina about her work on Magefest, her opinion on working with an established team, and her thoughts on the work that has gone into the project.
Describe Magefest in your own words.
Christina: I’d say that Magefest is a multiplayer party game, where players are free to verse each other in a fun and competitive way. Players are able to choose from three custom levels to have a free for all battle royal against their opposition until the time runs out.
You joined the dev team part way through development, how have you adapted to working with the team? Do you feel like you got to make an impact on the game?
Christina: Adapting to the team was pretty smooth and we were able to pick up production again straight away. I was able to give out my strengths and weaknesses to the team and find a role that I could comfortably handle and contribute to. While I wasn't actively involved with many of the visual elements in the game, I feel that the audio is also an important aspect to any game so I was happy to help in anyway I could.
What are your thoughts on the rest of the team (in general)?
Christina: The rest of the team has been great to work with! Everyone is on top of their assigned work and brings in their best to each meeting. I can honestly say that this team has been one of the best that I’ve ever been apart of.
Christina: As the audio lead, I looked into and researched what sounds would be needed for certain aspects of the game as well as mixing some sound effects together to get the best result suited for Magefest. I kept and built a folder system full of various sound effects ordered and categories in what I thought would be useful, even if we didn’t end up using them. Each week I would work on gathering and editing sounds together for certain parts of the game and in the weekly meetings would gather feedback from the team on whether the sounds worked. Notes were made for sounds that needed to be edited further and how they could be improved and I would repeat the process until we were all happy with the results. Eventually we were then able to bring in the audio files and code them into the game.
How do you feel about the game; has it been progressing well?
Christina: From the few play tests we’ve done so far I feel like the game has definitely been progressing well. Even just play testing with others has shown me how fun the game is already. I’m looking forward to when it’s fully completed.
Have there been any issues with the project, or anything that you worked on that didn't work as planned?
Christina: There were some stages of the audio coding process that had me stumped at first but thanks to everyone's efforts we were able to figure out a work around to any issues regarding that.
What have you worked on personally that you're proudest of in the game?
Christina: I was actually very proud with how the healing sound effect turned out. It was one of the sound effects that had to be edited a few times before we were all happy with it, but it was worth it in the end.
Was there anything else that you wanted to bring up?
Christina: Nah I think that was pretty much it. The game is reaching it’s completion thanks to everyone’s hard efforts and dedication. It’s been a blast to help work on this game with everyone!
I'd like to thank Christina for her time with the interview. Please check out the interviews with the other members of the team which should also be available now.
Later this week I'll be showcasing the game in its finished state. Other than bug-fixing the game is pretty much complete at this point.
Thanks for reading guys!
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