post mort


Process

This time around, since the example project used in-engine synthesis, I wanted to experiment mainly with that. I liked the base idea of the grower being placed and so I kept that and mostly focused on trying to change the synth itself to see what I could do with it, and on adding a visual aspect to it, for which I mainly took inspiration from the Sun Animalcule in ElectroPlankton, which the base project was also inspired by. I knew early on that the visuals in this case were important because without the rainbow in the background it was incredibly difficult to figure out what pitch these growers would make.

Current state and Future plans

I ended up very much liking how the visuals turned out, and I also think the sound itself was closer to how I wanted it. The main problem I had was with the synthesizer itself, which would start to sound overloaded after some growers were placed and going at the same time.

Something I had wanted to do with this but didn't get time to is to make this soundscape change over time. I'd imagined this would work by modifying the synth sound itself over a long period of time. I'd also love in the future to experiment more with these synths and maybe even see if I could create my own synthesizer scripts for Unity.

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