My video demonstration of my sound design for The Courtyard is below alongside my write-up.
This is the 5 minute video that has been recorded to showcase the finished project. It shows all the features that are included in the Unity project. You can hear the sounds for running, walking, jumping and landing on Stone. Upon leaving the courtyard, you can hear the sounds for running, walking, jumping and landing on the sand surface. After returning to the inside of the courtyard, when entering the fountain you can hear the sounds for walking, running, jumping and landing in Water. Throughout the video, the day and night cycle will progress. During daytime, the player can hear animal and wind noises that accompany the atmosphere of the bright and sunny day. After it turns into nighttime, the ambience slightly changes. The animals get a bit quieter and sound more distant. The music will change once you leave the courtyard and enter the desert. Entering the basement area also changes the music. Approaching the alien will trigger the dialogue event. It will tell you to start collecting the magic stones, which begins the quest that will let the player advance to the next level. There are different languages that can be selected for this interaction. English with an American accent, English with a Scottish accent and Spanish. These voice lines have been recorded with the same person to create a sense of cohesion. After having talked to the alien, the player is sent on a quest to collect the three magic stones that now can be seen, as they have been hidden before. When approaching a stone, the player will trigger a sound that indicates that a stone has been collected and the text on the screen will match the remaining numbers of the stones that are left. After collecting all three stones, the player will automatically be transported to the second level. This is accompanied by a woosh sound effect. The second level is simple and has no real mechanics, so there is nothing to discover at this point in time. It will still play the same audio from the previous level, otherwise it would feel very empty.