
Resonance Defuser won awards in P1 Games' Ignite game jam for Best Art, Best Sound Design & Most Innovative Idea.
A fast-paced puzzle game prototype, where your ears are your best ally! Navigate through levels as you defuse bombs by deciphering audio cues that guide your every move.
Currently being polished and more levels are being developed!
Primary Responsibilities:
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Design & Script audio based puzzles using blueprints
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UI/UX Design for all puzzles and menus
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Work on 2D art for all elements of the game
Platform: PC
Genre: Puzzle
Team Size: 5
Tools & Software:
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Unreal Engine 5
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Aseprite
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Miro & Trello
Interaction System
After a couple of playtests of the initial prototype, it was evident that the player needed to know what parts of the bomb and puzzle UI were interactable.
Based on our references from a similar game, 'Keep Talking and Nobody Explodes' I added highlights to all interactable objects and buttons on hover. This was standardized throughout all the menu and game elements.

Puzzle Design
The puzzles mainly revolve around audio tools, and musical instruments.
I worked with our talented sound designers to understand how every tool functions to include specific interactions within each puzzle. For the first level, we focused on retro audio tools.

I incorporated interactions that give the audio tool its unique identity.
In the instance of the radio, I wanted the player to fine tune the radio and find the right frequency similar with small inputs similar to picking a lock.
Audio and visual feedback is provided for every change in frequency.


I iterated and improved different type of puzzles by incorporating audio cues and making design changes.
For example, the piano puzzle from Resident Evil 8. The original puzzle requires the player to play piano keys till the notation is fully highlighted.
I felt this to be quite lackluster as there is no way to get this puzzle wrong. The player will eventually get through it by simply pressing keys randomly.

I felt that this puzzle had some potential. I changed it so the player has to play the notes in consecutively. This made it so they have to remember which notation corresponds to which key.
In order to provide player agency, I added the appropriate letters to each key so the player has different ways to memorize the pattern. Each key also has its appropriate audio cue which helps them do the same.