Week 14: Student Projects
Unit 6 · Wrap-up · Wed May 6
Overview
Project week. Composers bring their Survival Game builds to a playable state and present them to the class for peer review against the brief: the hybrid, whimsical-dream style; the complete SFX implementation; the adaptive music system responding to score and health; clean routing through the SFX and Music group buses.
Project Requirements
From Unity+FMOD — Survival Game:
- All SFX and music created with Spitfire LABS, BBC Discover, or stock DAW instruments, in a hybrid real/improbable, synthesized/acoustic design evoking a whimsical, childlike dream state or nightmare
- Music with an introduction, at least one transition timeline, three intensity levels driven by
Score, and effects or compositional changes driven byPlayer_Health - All sixteen events implemented and connected to the Unity game; all five parameters wired
- Every event routed through the
SFX Group BusorMusic Group Bus
Submission Checklist
- ☐ FMOD project and built banks
- ☐ Unity project, playable from the editor with your audio
- ☐ A short gameplay capture with your audio
- ☐ Delivery named per the syllabus convention:
FirstInitialLastName_Week14_SurvivalGame_V1
Peer Review
Play-test each other’s builds. For each: does every event fire? Does the music respond to score and health as intended? Does the world sound like the brief? Same feedback discipline as the recording debrief — specific, descriptive, tied to a moment in play.
Evaluation
- 8 points — functionality of the FMOD SFX/music systems and their integration with the Unity game
- 2 points — how successfully the stylistic cues of the brief are realized