How to create FPS using audio not graphics
summary
Demo of an audio-only zombie shooter that uses the in-house papa engine and 188 HRTF functions to place sounds so precisely players can localize targets with headphones. Core design removes player movement, keeps arcade pacing, and implements simple touch controls (swipe up to change weapon, swipe down to reload, shake for melee). Sound-first systems include heartbeat as health, 15 enemy types with distinct cues, weapon audio for ammo state, and leaderboards (top score shown: 281 kills).
AI-written summary · about
chapters (4)
related talks
11mSound Design
29mIntroduction to game audio
42mExploring the sonic possibilities in sci-fi with Dome Keeper
01h 03mOne Man Band AAAudio Department
51mDon't Silence Your Game! The Critical Influence of Sound in Games
51mEngines of Creation: Informative Vs Instructional Sound
30mLet's Make a Game With Phaser
49mHow Rick Astley saved the sound in Way of The Hunter
