Katrine Olsen's Portfolio
Remnant
What I did
Sound decisions, Library puzzle setup, Inputs on smaller design choices, input on story.
What I'm the most proud of
Sound design: Mikey and I had a strong vision of what we wanted the music to convey. It should be broken/scratchy when in the present and in perfect condition when in the past, to further give the idea that time has passed and the place is dilapidated. We wanted the same song to radiate through the game and change in tone and mood as you progressed through the game. We wanted to have a reverb version of every track to play in hallways to give the effect of music spilling out into the hallways.
Library puzzle setup: 6:30 - 8:37 Looking back at it, managing to get it to work as I wanted seemed like a daunting task, but I was so excited to get started. This really challenged me to think outside the box and be creative with solutions.
Biggest challenge
Library puzzle setup: This was both challenging and fun. Although I had to do and redo a lot of things in order to get them working correctly I learned a lot from it.