Audio List For Astraeus ~ Daryl

This is a sound list with sounds noted down for the audio that will be placed into our game. I have referenced samples in Links.

Mech (robot) sounds (player avatar)

Game Audio How games Audio will be recorded Where will the Sound be used/located Links to              reference sound Time of sound
Mech moving/walking staple gun with applied effects When the mech moves in any direction   2:03 sec – 2:14 sec
Mech turning Power drill with applied effects When mech changes direction 59 sec – 1:06 sec
Mech weapon charge 1  sec- 6 sec
Mech weapon cycle/swap Tool Ratchet with applied effects When the player click upon weapon swap button 4:17 sec-4:20 sec
Mech bullet shooting Pellet gun with applied effects 18 sec – 23sec
Mech bullet shell hit ground Gun shell dropping on various surfaces from metal -concrete grounds When player is firing their machine gun 1 sec – 9 sec
Mech Power up/health recharge Midi recorded possible created with piano in sound effects of science fiction When player health is recharge or restoring  9:32 sec – 9:35 sec
Mech injury/warning sound Midi recorded possible created with piano in sound effects of science fiction When player health is low or near death, warning noise 4:49 sec – 4:45 sec
Mech getting damaged by spider robot Staple gun and When robot physically attacks the Users mech player  


Game Audio How games Audio will be recorded Where will the Sound be used/located Links to reference sound Time of sound
Wind Outside noise. apply effects to make sound more space themed In games environments, from hallways to outdoors    
Water drip Drip water to sink applied effects to echo sound random locations throughout game environment    
Machinery/vent noise Random machine noises from computers, fans and other machinery noises Sound used in areas that have vast machinery    
Blizzard/storm Record wind and manipulate the sound levels and apply effects to make violent If player opens air lock. air getting sucked out    
Crunching on snow/sand Record walking      
Walking into puddle Walk into puddle Anyone walking in puddle    
Creaking Environmental creaking in room Random locations in game t enhance heightened tension for player to brace themselves.    
Computer Activity Recording of various computer sounds and compile Anywhere there may be computer equipment, mostly throughout a lot of the ship. 4:23 sec – 4:30 sec


Game Audio How games Audio will be recorded Where will the Sound be used/located Links to reference sound Time of sound
Android moving Metal picks on finger tips hitting table with applied effects Android moving its robotic legs


55:01-55:08 min
Android electrical Recording of various electrics, computer, phones etc.. compiled with effects. Androids electrics and mechanics 5 sec – 12 sec
Android attacking Stable gun into wood with layered additional effects Android attacking by jumping on players    
Android screech Record in midi with applied effects Android screech occurs when horde approaches 24 sec – 28 sec
Human heavy breathing Record various heavy breathing. When commenced in battle to add tension of battle    
Human footsteps walking/running Any human movement depending on speed.Running walking When enemies are moving throughout game    
Human grunts Record various grunting sounds Enemy attacking/getting hit
1 sec – 9 sec
Android Humming Midi recorded possible created with piano in sound effects of science fiction Add more depth to android noise mechanics. 10 sec -30 sec

Arsenal list ( possible weapons wont all be in game)

Game Audio How games Audio will be recorded Where will the Sound be used/located Links to reference sound Time of sound
Thermal lance        
Lightning Gun Midi power up recording, gun firing and electrical sound recorded above. Compile with midi When player uses lightning gun 1 sec – 8 sec
Rail Gun Midi recording power up created. with effects layered. Throwing of ball at wall with midi When  player used rail gun 6 sec – 13 sec
missile launcher Air pump shoot out tennis ball, for explosion use of following internet tutorial create unique. apply midi effects on both.   When player used the missile launcher 1 sec – 6 sec
Sonic weapon Air pump with use of midi and compile layered sound fx to create sonic gun When players use the sonic weapon 8 sec – 25 sec
Flame  Thrower Record of bike pump air noise along with lighter and midi effects applied When players use flamethrower 5 sec – 12 sec
Black Hole gun Record of wind ambience with small electrical sound with use of midi When players use black hole gun 11 sec – 20 sec
Gravity gun Record wind ambience and apply effects, very little noise When players uses gravity gun 01 sec – 08 sec
Whip whip and apply effects When player uses whip 67. 19 sec – 24 sec
Chainsaw gauntlet Record a chainsaw noise and manipulate with effects When chainsaw weapon is used 2 sec – 7 sec

Other ambiences

Game Audio How games Audio will be recorded Where will the Sound be used/located Links to reference sound Time of sound
Menu clicks Mouse clicks with Midi sci fi recordings with piano On menu or clicks on user interface buttons. 1:56 sec – 1:59 sec
Music intense scene Recording of composer/ midicompile When  a scene in game is dark and pressured on player. enemies attacking
0 sec – 2:34 sec
Main menu music Recording of composer/ midicompile When user is on main menu of game  Example 1 

 Example 2


0 sec – 3:16 sec08:54 – 10:38 sec(The Citade)
Music in game throughout Recording of composer/ midicompile When user enters new room or suspicious space Example 1 

Example 2


0 sec – 2:0104:45 sec – 06:00 sec(Dreamaker)
Music credits Recording of composer/ midicompile When game ends and credits appear
 01:03:48 sec – 01:04:48 sec(Victory)

3ds max and UDK research ~ Daryl

Over the week i researched various aspects of importing elements of 3ds max designs into udk following these helpful related tutorials. Thanks Youtube.

Story and Objectives

Mission 1
A RUMBLE and then a loud BOOM as four drop pods smash into the ground. Each player emerges and powers on a large searchlight. The players are now in control.

Player Goal : Investigate Colony, Locate Survivors.
Music: Unnerving, underlying sense of dread.
The players move through the remains of the colony occasionally catching glimpses of things scurrying in the dark, shadows moving across the walls and hearing unnatural howls.
Upon reaching an abandoned checkpoint an audio file alluding to an attack on checkpoint will play. The checkpoint has several dead guards littered around it, their bodies torn apart. When the audio log finishes another howl is heard close by as enemies emerge from the darkness at all angles.
Player Goal : Eliminate Hostiles
Music: Heavy war drums alongside a sense of desperation
The players are forced to fight at all angles. The enemies will constantly re-spawn in the shadows, after killing a set number of enemies the players are tasked with falling back inside the compound. The horde will remain in pursuit.
Player Goal : Hack Bulkhead Door, Fallback.
The players must designated one player to hack the door unless the appropriate upgrade has been taken. The door hacking takes 45 seconds. The defending players must avoid being pushed back and cornered or they will be eliminated by overwhelming numbers. The door takes a further 15 seconds to open and close.
When all surviving players are inside the mission ends.

The screeches and howls of the alien horde can be heard outside. Their futile slams and bangs against the door slowly die out. Red emergency lighting floods the weaving hallways, casting an uncomfortable amount of shadow. The complex has be blasted into debris in a desperate last stand.
Player Goal: Reach Central Command Chamber
Music: Ambience
Players weave through the complex fighting off attacks as they burst from vents and rail under the floor. The players must be careful not to cross each other’s line of fire in the confined environment. Players can also seal of sections forcing enemies to find alternate attack paths.
The players will eventually find themselves in a large indoor garden area. The defensive covers on the roof have failed to fully close. Enemies begin to pour in from the area and players will find themselves at a massive disadvantage if they try to fight off the waves from this open position.
Music: Heavy war drums alongside a sense of desperation
The players should press on and funnel the enemies through the hallways. Forcing the attackers to bunch up into chokepoints. During this sequence players will be introduced to a large heavy enemy that absorbs a large amount of damage and can smash through barriers.
When players reach central control they lock down the facility and repower security system. They are currently unable to connect with control due to the storm and must hold out.
Player Goal: Secure Facility
The players are now tasked with clearing the facility out. Upon completion the mission ends.

The rain is beating down the night it blotted out by storm cloud. Lightning occasionally illuminates great distances. However outside of the mission start point and the power conduits rooftops, the only illumination comes from armor mounted search lights.
Player Goal: Link the power conduits
Music: Ambience
The players are tasked with traversing the facilities rooftops in an attempt to restore power to the Satellite transmitter. This will allow them to make contact with the ship in orbit.

The players must re-route power conduits from the surrounding buildings to the central hub. Upon re-routing the power from one location to the central hub, that area will be cast into darkness.
During this mission the players will be forced to engage with intelligent squads of enemies. These squads are winged and carry ranged weapons. Unlike the previous bestial horde these aggressors will retreat to heal, set up ambushes and divide and conquer. They may also direct lesser creatures. The first group of these will attack on the players return from the first conduit.
When the players have re-routed the power. They must defend the Satellite as it powers on and uploads the message to the ship.
Player Goal: Protect the Satellite Transmitter and eliminate attackers
Music: Intense War Drums
The players will be attacked by waves of enemies made up of every type encounter so far. During this section they will also encounter yet another new enemy type. This enemy is similar to the armored tank from the previous level. However this enemy is less durable and prefers to engage in ranged combat. Upon death this enemy explodes, damaging both the player and all enemies around it.
The mission ends if the players can eliminate all the attackers before the Satellite is destroyed.
The mission fails if the Satellite is destroyed.

Game environment influential design basis

As a group we researched various game environments to base our own space science fiction game around. Various environments we studied in depth and considered implementing some similar assets into or own game. The games we studies and researched were:

Dead Space:

Mass effect:

Star war battle front 2: