-
0:00/0:51
-
0:00/2:49
-
0:00/2:14
-
0:00/0:41
Curse of the Corsair (Wolverinesoft)
Curse of the Corsair was created by Wolverinesoft over a 12 week semester. Modeled off the case study game Hyper Light Drifter, Curse of the Corsair consists of three levels and three bosses.
In Curse of the Corsair I wrote music for the opening cutscene and tutorial, and collaborated with Leo Loporto on music for the first boss - a flamboyant pirate with two peg legs. Additionally, I created sfx for exploding barrels, and ambient sound for a cave environment and a jungle: tracks which loop underneath the music and sfx to bring realism and depth to the game world. The cave ambience can be heard in the Tutorial track above.
In the opening cutscene and tutorial I performed and recorded both the viola part, and what I like to call the “cacophany” of the intro. Early in development, I came up with 10 themes on the viola for the protagonist and presented them to the audio team, who chose the final one you hear in the track “Curse of the Corsair Tutorial” above. You can hear some of the other themes in the “Mashup” track.
Implementation - In Wwise I set up the looping of the ambient tracks and dynamic music. The tutorial music has a low energy layer consisting of just the viola and drone, and a higher energy layer which adds Haitian percussion samples, pizzicato and ponticello strings, and a melodic riff which is alternately played by flute, dulcimer, and electric guitar. The higher energy layers are triggered by entering encounter zones in the game, and the instrumentation of the melody is randomized so that a different instrument will play each time.