
Crabertay
2021
Team
Year
Unity
Windows x64
Mac (x64 and Apple Silicon)
Narrative Designer.
Audio Producer.
Engine
Platform
Roles
Beats of Dischordia
Stealth and Rhythm Strategy Vertical-Slice
In Dischordia, music and those who practice it have been seized by the rogue artificial intelligence, Eris-1. Playing as Apollo, it is your job to escape the data centre you have been held captive and defeat Eris-1 with the power of a smuggled walkman cassette player.
This game was made as part of Abertay University’s DARE competition, for which we made the finals.
Work Conducted
Narrative Design
I constructed the story for this game to be something short, snappy and witty. As it was only a vertical slice and there was very limited attention we could give to worldbuilding opportunities (we had to construct this game from scratch in the run up to the competition, as opposed to other contestants who had carried over projects they had already partially developed through their university modules) I had to give the game a good hook to keep people potentially invested in exploring a larger game.
I did this through writing notes that would be discovered through interacting with computers around each level. These notes would set the scene of how this world came to be, and what steps would need to be taken for things to be set right.
Audio Design
Going into this project with more experience meant I was more confident in using the tools within Wwise and Unity, but the scope of what we aimed to do would test that knowledge greatly.
As opposed to CCR wherein the music was mere ambience, the focus of this game was directly on the music and how it would interact with the mechanics of the game. Not only that, but I would have to move beyond the usual genres of music I was comfortable making to be more experimental with different moods as that was what made up the core game loop.
This all made the development of this project an incredible learning experience as I rose to meet the lofty goals we had set ourselves.
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