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Jason raised his hand to silence Nick. Let me go over the design concepts with you all. Jason took us through the rest of the slide show.
The storyboard was already flushed out. The premise was that the main character or characters since it was to be multiplayer had woken up in an abandoned building that represented something like a psych ward with no memory of getting there.
The character s would have to fight his or her way through monsters and solve basic puzzles, like finding keys to open doors to escape. There were to be nine levels of increasing difficulty in the game.
The developer even had some pictures of character models they wanted to be included in the game.
There were several monster models they had suggested, but two that they absolutely wanted to be designed and included. They had included well-sketched pictures of the monsters the team was to create.
The first of the two that they absolutely wanted in the game looked like an emaciated man with pale shiny skin.
His head was bald and contained no eyes or nose. The only facial feature was an overly wide mouth with thin lips and needle-like teeth.
The fingers on his hands were replaced by long bone like claws. The second creature to be included looked like a fat baby with an overly large peanut shaped head and collapsed face.
Its eyes sat back in the skull close together. Its mouth was small and puckered with sharp teeth. The hands and feet were replaced by a single bone spike-like protrusions.
The creatures were very grotesque but I could already hear the sounds I wanted to create for them in my head.
At the end of the meeting, each department received a folder with very specific and detailed instructions on what the client wanted.
I even received a flash drive of sample sounds the client wanted me to use that Jason had received in an email. Most of the sounds were labeled as monster movement or monster growl.
The sounds themselves were very well done and very complex. Sounds like these would have taken me a long time to get something so crisp and unique sounding.
The flash drive had over a hundred different sounds almost all exclusively to be used for the monsters in the game. It seemed strange that they would send already finished sounds to an undeveloped videogame to the developer.
At that point, I decided to ask Jason what he wanted me to do. They stated it was unique to their VR system and insisted it be included.
Jason rubbed his forehead with his thumb and pointer finger. The next two weeks were insanely busy.
Nasta sent Jason an email stating she was going to send two prototype VR headsets to us to test the game on. Jason spent some of the initial deposit on a few brand new computers with the fastest processors, largest video cards, and most RAM he could cram into them.
Nate, our IT guy, spent the better part of those two weeks setting up the new computers in the testing room, or dungeon as we called it since it had no windows.
I spent those two weeks recording various sounds in my makeshift foley stage in my office. I followed the list of sounds that the client required of me, creating various initial sounds that I could later mix into something amazingly creepy and new.
A few days after Nate had installed all the new computers and the entire team was deep into their own portion of the project, the VR headsets arrived.
It would be a month or two before we would have anything close to a playable alpha version ready but Jason wanted the headsets up and running in the testing room ASAP.
Jason pulled the packages into the conference room so we could all get a good look at this new VR headset we were designing this game for.
Jason opened the first package. Jason sat the helmet down on the table and pulled an installation software DVD from the box.
Either way, I want them installed and ready by the end of the day so we can begin testing as soon as we have something ready.
Nate and Tom. The rest of you, get back to work so we can get something to test on these bad boys. I helped Nate carry the headsets to the dungeon and set them up.
Nate ran the installation software on the computers as I connected the controllers to the headsets and the headsets to the computer.
The virus scan came back empty. The rest of the day continued on as normal. For the next month and a half, we worked hour days constantly with only Sunday off.
At the end of that stretch, we had a working alpha of the game. Melissa and her team had pulled off some amazing level design and were about 5 levels into the game.
I had the majority of the important sounds crafted and mixed by that point. The crew working on character models had the essential monsters done including the two that were specifically requested by the client and were now working on the extras.
Tanner could now test the game for bugs and issues that needed fixing. Tanner wanted me to play the game with him on the first test run.
Nick would often play jokes on him at the office and he hated it. We started the game and the first thing I noticed was that the graphics were amazing.
The degree view immersed you in a way I had never experienced before. Tanner was right. The sounds in the game were almost too good.
I guessed I had created better sound bytes than I thought I had. I was pretty damn proud at that moment.
Tanner noticed some texture tearing that needed to be fixed and I took note that the character run command was spotty.
After messing around with the character mechanics we made our way through the first level. The level was simple.
We needed to locate a key to unlock the door to the next area. We spent a few minutes running around the labyrinth of corridors in the abandon psych ward looking for a key.
There were several jump scares that involved the little fat baby like monsters dropping in front of you or jumping out from behind something.
I screamed a few times and so did Tanner, which helped me loosen up and laugh at the situation.
As we rounded a corner in the game a vent above us dropped down slamming to the ground with a metallic echo. Sounds really good though.
Perfect reverb and everything. I took quick note of it and slipped my VR headset off. It messes with your senses. Tanner genuinely looked frightened and I felt sorry he was the lead tester on this game.
It was another month before the game was in a very rough finished shape. The game was far from fully functional but the first several levels were nearly complete.
One afternoon I was sitting in my office mixing some of the sound effects I had created when I heard Tanner in the dungeon scream loudly.
You came in and blew on the back of my neck while I had the headset on. I could smell your breath. Second, I know I joke around but you know that I know you hate horror anything so I would never mess with you while you were testing the game.
I think the VR is really screwing with your senses. By this time Jason had entered the hallway to see what was going on.
Nasta that we should shoot a promo video of our testers getting scared shitless playing the game. Nick nodded and headed into the testing room.
I went back to working on the last few sounds I needed to create. I had never seen Tanner like that before and it worried me.
She eventually sent me a text saying he was fine and had calmed down. It was a big relief for me. A week or two went by and I listened to several other people scream and fall out of their chairs in the dungeon from my office.
Everyone seemed to be very pleased with the job we were doing with the game. Most people commented on the excellent sound and graphics.
Plenty of people who tested the game also felt as if they could feel the monsters grab them or push them even though we all chalked it up to being immersed in a visually encompassing game.
I whipped around in my chair so fast I nearly flung myself out of it. As I stood up Melissa exited the testing room holding her left arm.
A crimson streak of blood was dripping down on the floor. Jason had entered the hallway at that point as well as Tanner. Both were speaking over each other asking her if she was ok.
I was playing the game and I was on the 7th level when I was attacked by one of those bigger monsters with the bone like fingers.
Tanner had returned with some paper towels and the first aid kit. You probably had a knee jerk reaction to what your brain sensed as an attack and when you grabbed your arm you scratched yourself.
I was tired. My friends were tired. Jason himself was tired. He had been trying to get a hold of Ms.
Nasta for several days voicing concerns over the pause function still not working properly and other business-related issues. The only thing he was able to get back from her was a few short emails that said they approved of what we were doing and we should push forward.
We all took a long weekend. When we came back we pushed right back into the thick of things. Around the end of August, we had a nearly finished beta.
All of the sounds required of me were mixed and incorporated into the game. Since I was available, I ended up helping Tanner with a lot of the testing.
The game itself looked amazing and sounded just as good as it looked. Tanner and I had begun to laugh when we were attacked by one of the emaciated man-monsters or fat baby things.
We knew where all the jump scares were on each level so we could anticipate them and make fun of each other if we jumped. Because the immersion of the headset was so good, we still felt like the creatures were breathing on us or could feel the impact of one of them hitting us.
Testing for several hours became the norm for us. Every now and then we would have to stop, especially after a long session because we would feel queasy.
We both slipped on our headsets and started to play on level seven. We pushed through the mini puzzles and hordes of monsters until we reached where you were to retrieve a key to open a door to level eight.
The key was on a string dangling in the middle of a massive open room full of the baby like monsters and the emaciated man creatures. The creatures patrolled around in groups.
We had designed this room to be a wave-like boss encounter. The monsters let me walk past them. Instead of attacking they faced our characters.
We stood in the center of the room with a dozen or so of the grossly disfigured creatures just watching us. They either swayed side-to-side or paced slowly back and forth in a small pattern.
We began to make our way back through the level towards the locked door, which would take us to level eight. As we walked back through, the monsters from the key area followed us through every corridor.
They stayed their distance but they were definitely following us. Nick restarted level seven to show me. Sure enough, when we reached the area where the key was, the monsters attacked us when we were within their yard range.
After we finished the second session Nick and I got ready to call it a day. We both felt a little motion sick from playing the game.
I just need to rest for a second. The view makes me feel queasy after I play the game for a while. The next two weeks for me were intense.
Tanner and I did a lot of testing on the last two levels. Nasta had emailed Jason asking for a push on the delivery so Violet Edge Digital could release some game footage as promotional material.
However, they wanted to record the footage and forbid us from doing it. We were almost finished with the game and as strange as that seemed, Jason wanted to push forward to our big payout.
I had started to develop more and more motion sickness as I played the game. It would often be a combination of head-spinning followed by a stomachache.
The sickness intensified after each session in the final week. That Friday was the last test session. I stumbled into my office wondering how I was going to make it through the day.
To make matters worse it was a cold day. Everyone at the office arrived bundled up in warm jackets and scarves. Go home, dude.
I can grab one of the other guys to help me with this. Jake in programming is free I think. It felt like my eyes and stomach were going to explode as if something was ripping at me from the inside.
I somehow made it to Sunday where the pain subsided and I could finally rest. Monday morning arrived with no pain or dizziness.
Jason turned the door handle to the building and it gave. I hit the power button on my PC tower but no lights or spinning disk confirmation noise happened.
I tried again. Still nothing. I stuck my head out of my office as Melissa walked into the dungeon. Her body tumbled backward out of the testing room as she backpedaled feverishly nearly crashing into me.
I stood there stunned as her screams mixed with cries and the sound of her trying to choke back vomit. It felt like an hour had passed before I ran into the testing room without any thought to confront what had frightened my friend.
I covered my mouth as my eyes grew ten times their normal size. Two piles of muscle attached to bone, with their entrails pulled from what would have been their stomachs as if they had been gutted lay on the floor.
They lay there motionless in pools of what was probably their own blood surrounded by busted equipment. Reality hit me like an angry fist.
I stumbled back the same as Melissa. I caught myself on the doorframe as Jason came running down the hall. Melissa was still on the floor sobbing her hands covered in vomit.
I need to lock the door and keep the others out before they arrive. I gathered myself and frantically called before returning to Melissa to get her calmed down and cleaned up.
Jason kept the other employees out of the office until emergency services arrived. Within minutes our office front had become crowded with cops and paramedics.
Outside was a sea of blue, red, and white lights. The cops immediately sealed off everything and asked us some questions. By signing up, you agree to receive emails from Razer about products, news, events and promotions including offers and discounts.
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