Samuel Scott - Game Developer / Technical Sound Designer

Products

Released Games

  • Pykrete - Global Warming Solution Simulator

    A client-based project which aimed to create a game-based simulation of utilising pykrete as a global warming solution. The client was pleased with the project and launched it via their website, where I am acknowledged for developing the simulation and added as a team member (Available here: https://freezingglobalwarming.org/team/).

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  • Disaster Game

    A God simulator-like game where you play an overlord controlling an island to minimise the impact of disasters.

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  • Global Game Jam 2023

    A tower defence game designed around the roots theme for the game jam. Build your defences and protect against the deadly critters.

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  • Infinite Runner (Manhattan Internship)

    2D infinite runner game where you can blast asteroids and aliens and encounter various types of pick-ups. All audio and music were implemented through the Manhattan music tracker software and done in a parameter-based procedural fashion.

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  • Sonar (Manhattan Internship)

    A simple game where you you utilise the sonar to navigate yourself around a dark map, collecting all the boxes to complete the game.

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Unity Packages

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    Entity Dialogue System

    This project was the main aspect of my MSc dissertation where I developed a series of audio tools that aimed to help junior sound designers implement fmod audio into Unity. The dialogue system is XML based and allows users to author complex dialogue interactions through a standalone authoring application developed alongside the Unity system. Through utilising LINQ XML (through the file browser developed), authored XML files could be deserialized into Unity and the system would handle all aspects of dialogue management. The tool also supports unlimited conditions and allows player response authoring to provide user with the capability to create complex dialogue sequences for their games. This dissertation was marked at first-class.

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  • Screenshot of the package in use

    Occlusion and Obstruction System

    This system was anoter aspect of my MSc dissertation and aimed to extend the capbailities provided by the FMOD spatialiser. As FMOD's default spatializer does not support occlusion or obstruction a system was developed that allowed for the easy inclusion of this acoustical phenomena. Furthermore, complexity is well abstracted and provides an easy means for sound designers to set up from the inspector, while also providing widening parameters to allow for acostical differences between large and small sound sources.

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    Graph package

    This system was developed for the Pykrete project; however, a big part of my software design philosophy is scalability and portability. Therefore, this package was used in numerous other projects and has seen altered use, an example of this is it being used in the God Game. The graph is easy to set up and comes with an example scene to show it in use.

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  • Tooltip package

    Similar to the graph package, this system has seen widespread use in various projects due to the codes portability, it is easy to use and supports both UI and object based tooltips.

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  • FMOD for Unity - Static Helper Classes

    This package containing a series of static utility class aim to provide concise and abstracted methods for users to be able to trigger FMOD audio within Unity and handle parameters. The classes utilise generic programming to create an efficient way of handling parameters of any type.

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Software

  • Entity Dialogue System - Authoring Tool

    The authoring application developed alongside the FMOD for Unity based dialogue system. This system allows users to load in and save to file XML dialogue sheets that can then be deserialized within Unity to allow the developed Unity system to handle all aspects of dialogue, such as condition parsing and concurrency.

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