NEON VOID
// Level One: The Descent //
A METROIDVANIA NARRATIVE PROTOTYPE
FOR ADAPTIVE MUSIC IMPLEMENTATION & FMOD SCORING
LEVEL ONE COMPLETE
LEVEL 2 COMING SOON

ASCENSION: Interactive Prototype for Music Implementation Learning

Educational Design Challenge: How do students learn to score adaptive music for games when they don't have access to actual game builds?

My Solution: Designed and developed a fully playable narrative game prototype specifically as a teaching tool for music implementation. This addresses a critical gap in game music education.Students can compose beautifully but often lack understanding of how their music integrates with gameplay systems.

Learning Design Principles Applied:

  • Authentic Learning Context: Students receive a professional-style design brief with marked FMOD cue points, mirroring real industry workflows

  • Scaffolded Complexity: Level 1 contains all essential game music scenarios (exploration, combat, boss phases, narrative choices, victory/defeat states) without overwhelming learners

  • Immediate Feedback Loop: Playable prototype allows students to test their music implementations in context, not just submit audio files

Technical Implementation:

  • Built using HTML5/Canvas for accessibility (browser-based, no installation barriers)

  • Designed mobile-responsive for maximum student access

  • Integrated narrative choice system demonstrating how player agency affects musical direction

  • Created clear FMOD integration points throughout gameplay

Pedagogical Outcome: Students move from theoretical understanding of adaptive music to practical implementation, experiencing firsthand how music responds to gameplay states, narrative choices, and player actions.

Why This Matters: Most game music courses teach composition but not implementation. This tool bridges that gap, preparing students for actual industry practice where composers must understand technical integration, not just write great music

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