
INFORMATION :
Genre : Solo Real-time strategy
Platform : Mobile (Only on Android)
Duration : 4 months
Team : 19 peoples
Mission : Make an android mobile game
using Unity to promote Thales equipment
at warfare exhibitions.
Position : Sound Designer, Trailer Realisator
CONTRIBUTION :
- Manage the sound design pole
- Composition of original soundtracks
- Production and Implementation of sound effects

THE GAME :
An unidentified submarine has infiltrated the northern Philippines. Its motives are unclear, but the general staff suspects their targets are military assets in the area. Locate and identify the submarine before it escapes.
Bluescan is a real-time strategy game for 1 player. Each game lasts 2-5 minutes. The goal of the game is to stop an enemy submarine to accomplish its mission. To achieve this goal, the player controls a Frigate, a PATMAR and a HELO, in order to detect, identify and intercept the submarine.
The Frigate is a warship equipped to detect submarines.
The PATMAR is a maritime patrol aircraft equipped to identify submerged objects. It is faster than the Frigate.
The HELO is an helicopter with a dipping sonar that can very accurately detect a submarine and intercept him.
In the main menu, there is a codex which describes all the Thales equipments and how they operate. It was one of the Thales constraints in their order.

MY WORK :
I was called during the production of another project to come to realize the Sound Design part of the mobile game.
The objective was first of all to provide feedback on the many actions of the game.
- First by validating the interactions made, thanks to sound effects to accompany each action made by the player.
- By prioritizing information by sound coherence. In fact, listening to different sound effects allows the player to group interface interactions, movements, equipment.
- Facilitate the understanding of mechanics and some of their variables, such as their action time, repetitions, but especially to create affordance on their functionality.
- Inform the player : Sometimes, sound allows to hear what he doesn’t see, allowing to integrate a spatial immersion that will facilitate cognitive immersion.
CAPTAS SOUND EFFECT
The second objective of my sound design production was to create a sound atmosphere that simulates the fight against submarines.
The challenge was to reproduce a sound environment consistent and close to reality. This is a promotional game that should promote Thales equipment, however I had little information about the sounds emitted by this equipment. It’s through experimentation, research and documentation on the high and low frequencies emitted by certain detection equipment that many sound effects, such as those of captas 4, sonobuoy, sonar flash or searchmaster have been realized.