Play the demo here: Clickable link to Itch.io Click above to access the demo.

Plunderer of the Realms is a non-linear action RPG that challenges players to navigate the treacherous kingdom of Tulvaria. Stepping into the role of a shadowy elf thief, players must raid four distinct kingdoms to reclaim stolen gemstones. The project focuses on strategic combat and atmospheric world-building, culminating in a final ascent of the central Wizard Tower.

Project Roles

I was a gameplay programmer, audio engineer, and composer.

Gameplay Programmer: Combat & Systems

  • Developed Modular Enemy Controller:
    • Architected enemy behavior with a versatile enemy base class that allowed for distinct unit variations (Elves, Undead, Goblins, Humans) by tuning specific serialized parameters such as detection range, attack frequency, and health pools.
  • Engineered Melee Combat:
    • Programmed the primary player combat interaction system, focusing on responsive mace attack logic and hit detection.
  • Global Game Systems:
    • Implemented the core game state management, including the player health system, gemstone collection logic, enemy spawning, and high score tracking system.

Lead Audio Engineer & Composer

  • Dynamic Music System:
    • Architected a complex playlist structure that responds to real-time gameplay states. I implemented a multi-layered soundtrack where percussion instruments dynamically crossfade in and out based on enemy engagement states, heightening tension during combat.
  • Original Score:
    • Composed an atmospheric, reactive soundtrack tailored to the medieval action-adventure vibe of the game.
  • Audio Middleware Pivot:
    • Originally planned for Wwise, I spearheaded the transition to FMOD to ensure full compatibility with WebGL deployment while maintaining high-fidelity audio logic.
  • Technical Implementation:
    • Migrated intricate Wwise-style logic within FMOD, managing 3D spatialization and event triggers for all environmental and combat SFX sourced from Pixabay.

Interactive Composition: Main Theme

My composition for this game was deconstructed as individual instrument tracks to support maximum interactivity in-game. I’ve made a custom audio player for you to hear the music as intended. Take a listen!

  • Custom Mixes: Audio elements can be played individually. You can mute or adjust the volume of specific tracks to hear the composition mixed differently.
  • Playback Controls: Use the Play/Pause buttons to toggle the full composition, or Reset Progress to resync tracks if you’ve soloed specific layers.
  • Procedural Variation: Each time you press play, you will hear a different version of the track, accurately illustrating the randomized, state-driven experience of the song in-game.