Plunderer of the Realms
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.