
FUTURE RIDERS
Future Riders is a 2-Players competitive Action Rhythm game where you play as a Future Rider that is trying to defeat their opponent in a high-score challenge. You will avoid obstacles by jumping over or dodging them while trying to get more speed in the boosting tunnels. Futuregames and Tekniska Museet tasked us with creating a game that fitted the theme
"Future Mobility” for a 10-12-year-old audience. This project was exhibited at Tekniska Museet as part of the “Zero City” exhibition.
Controls:
This game was intended to be played with a single Xbox Adaptive Controller, but can also be played using a keyboard.
Credits
Artists: Valeriya Jasim,Simone van der Merwe,Oskar Temin.
Designers: Fredrik Askebris,Vincenzo Catano,Corentin Haot,Christian Rosén (Project Leader),Simon Wikström.
Programmers: Joe Binns,Carl Lindstedt.

I took on the task as a sound designer from the first meeting on this project because the game's focus group was children between 10-12. I started to think about the game music I loved when I was around that age. Since the game had a futuristic theme, my first thought was the old C64 game 'Cybernoid 2,' which has one of the best 8-bit tracks ever made.
I revisited it and analyzed its musical structure: a short intro, funky bass, melodies that loop twice, then change to another melody. I worked on the main theme for about two days.
Then I started to work on sound effects. We needed hoverboard sounds. My first thought was, of course, the movie 'Back to the Future.' I searched for the hoverboard scene from the movie and noticed how it mainly used sine sounds.
Another inspiration was the old SNES game 'F-Zero,' which used only noise sounds.
I combined these ideas and used a mixture of sine synth sounds with noise. For the jump effect, I did a quick pitch-up that lowers slowly back to the idle sound. For crouching, I did a quick pitch down and quick return to idle when stopping crouching.
I wanted to have adaptive music in the game so that the music changes when you get into a new event. I started researching and found that we could use either FMOD or Wwise. We chose FMOD because we were working in Unity (it felt like Wwise was more suited for Unreal). We implemented FMOD into the project, and I started to learn FMOD Studio. I understood it quite quickly and began implementing all sound effects and music. The hard part for me was getting Unity C# code to work with FMOD. Fortunately, I received a lot of help from our programmer,
Joe Binns (https://joebinns.com/), who got it working properly.
What I learned from this project was not to overscope! Never having worked with FMOD in a two-week project (which actually was only seven days) was a bit too much. But at the same time, it got me kickstarted into FMOD. No pain, no gain!
I also worked on the trailer for this game project. I wanted it to feel like an old '90s commercial for a game, so I researched old game commercials and got some good inspiration. I created a storyboard to explain my idea to the team and get approval.

Everyone was on board, and I started to prepare a shooting day. I filmed it in my apartment with my brother's kid, and another brother played the 'future rider.' I edited it together, and you can see the result at the top of this page.

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