EN

Translate:

Alvaro Chavez Mixco, Game Developer

Alvaro Chavez Mixco, Game DeveloperAlvaro Chavez Mixco, Game DeveloperAlvaro Chavez Mixco, Game Developer

Alvaro Chavez Mixco, Game Developer

Alvaro Chavez Mixco, Game DeveloperAlvaro Chavez Mixco, Game DeveloperAlvaro Chavez Mixco, Game Developer
  • Home
  • Published Projects
  • Other Projects
    • Coursework
    • Personal
  • Blog
  • CV
  • Contact
  • More
    • Home
    • Published Projects
    • Other Projects
      • Coursework
      • Personal
    • Blog
    • CV
    • Contact

EN

  • Home
  • Published Projects
  • Other Projects
    • Coursework
    • Personal
  • Blog
  • CV
  • Contact

Awareness

Institution: University of Westminster 

Course: 5CCGD009W Games Studio 

Date: Winter 2022 

Platform: PC 

Game Engine: Unreal Engine 4.27/C++ with Blueprints


Awareness is a first person horror game that has as a unique selling point its use of audio in order to guide the player and create a tense atmosphere. A psychological thriller, the player will have to solve multiple puzzles in order to escape the mental asylum.

 

This project was made by a team of five, as part of the Computer Games Development course at the University of Westminster. This was done using Unreal Engine 4.27, employing a mix of both C++ and Blueprints.


As mentioned, this was a group project, however some of my personal contributions to the project were:

  • Implementation of the Steam Audio Unreal Engine 4 Plugin, as to get a better spatialization, occlusion, and attenuation of sound, one of the main features of the game.
  • Implemented core interaction and grabbing systems in C++. This interface based systems allowed easily adding functionality to objects, by making them implement the respective interface, have actor components that implement the interface, or by subscribing/binding to the events linked to these system.
  • Developed, with a mix of C++ and Blueprints the functionality for different interactable objects in the games (doors, phone, drawers, filling bucket with water, lights, etc.). A particular focus was placed on linking the different events or actions to the playback of sound (such as playing a collision sound when an object collided with  something, changing the sound played based on surface of object collided with, and the volume of playback change based on speed of collision).
  • Footstep sounds. As the player walks, a sphere trace will check if the player is touching ground and every certain time play the corresponding sound. The frequency, and volume, of the sounds are dependent on the speed of the player movement. This system supports playing multiple sounds according to the surface of the "ground" being walked on.
  • Implementation of player's hand into the game. Using animation blueprints, an animation state machine, and a blend space, the character hands animations changed based on the action he is currently performing.
  • Enemy AI using a behavior tree. The enemy patrols configurable way points, but upon detecting the player on his line of sight he will start chasing him. Once the enemy is "dispelled" a death "animation" will be played.
  • Design of the audio in the game. This included finding and/or mixing the audio files, playing them through blueprints/code, and creating the necessary audio cues in order to create  variation in the sounds (play random sound from a pool of audio options, modulate sound, etc.).

Awareness unique selling point is its use of sound to create tension and to guide the player through the game.

    Awareness - Full Playthrough

    Copyright © 2025 Alvaro Chavez Mixco - All Rights Reserved. All content and trademarks property of their respective owners. 


    Powered by

    Cookes Policy

    This website uses cookies to enhance the content being shown. Feel free to decline the use of cookies if desired, you will still be able to navigate the website.  If you click "Accept", you consent to our use of cookies. 

    DeclineAccept