Role: Sound Designer
Engine: Unreal Engine 5
Platform: PC
Team Size: 10
Development Time: 12 Weeks
Time Frame: Jan '25 - May '25
A screenshot of the nest from the outside.
Nest Quest is a children's platformer collectathon meant to provide simple, entertaining fun for young children without any risk. You are Nessie, a single mother duck of 5 little ducklings! Everything goes awry when a storm hits, causing you to lose your nest and ducklings! Run, jump, and glide your way though the park to collect your ducklings, as they help you collect sticks and pieces to build your nest out, and really make your house a home! The more sticks you collect, the larger your nest and the more decorations you can fit into it!
I was the sound director for the project. I composed the seven-song soundtrack in FL Studio, as well as created or used free-use sources for sound effects. I created documents documenting the audio direction for the game, first as a concept and then with final asset lists and final direction for the game as a whole. I also implemented all audio, including programming (using Unreal Engine's Blueprint system) a system to switch music in the level that saves where the music was at, so the song doesn't start over every single time the song changes.
I worked directly with members of the art and design team to create a unified aesthetic for the game's music that was in line with the game's art and gameplay, meeting with them every week to discuss the game's direction, including music for the game. I specifically worked closely with the art team for the opening cutscene music, to make it line up with the events of the cutscene as it was being animated by constantly checking on the progress of the cutscene such as the animatic and storyboard.
The final Sound Design documentation that I made for the game.
Art by Savanna Fortin
Music & Sound Design by Chara Levine
From working on this game, I learned that creating music for games is harder than it seems. It put me to the test on how much music I could put out within a limited time, due to the structure of the development period. I also learned more about Unreal Engine's sound system and how it can be used to produce what I want. I learned more about sound mixing, especially in the game, but I was still far from mastery over the art of mixing and mastering for music.
I learned that the music in the game should match up with the events on screen, and working with gameplay and art designers to create a unified visual, audio, and gameplay aesthetic. I also learned that sound effects are best use to reflect player actions, and while ambient sound effects are alright, the most important thing to use sound effects for is for player feedback, and each sound effect should serve some gameplay purpose.
Furthermore, I learned more about how the industry works and how to work with a larger team on a project that spans a longer time. I learned a lot about how collaborations between disciplines works on a tight schedule, and how I can get feedback from those around me to inform the direction the game's audio goes in.