
SUMMIT
Overview
Summit is a 2D platformer designed around the emotional aesthetic of ecsis — a solitary experience one wishes they could share with someone else. The game detail is here.
I worked as the Audio Designer and Visual Support, contributing to both the audio experience and background visual presentation.
Responsibilities
Designed the full audio experience, including:
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Sound effects
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Ambience
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Background music
Used layered audio to support gameplay pacing and atmosphere
Created background visual assets using Photoshop
Contributed to overall presentation and emotional tone
Design Goals
The project focused on supporting the emotional progression of:
companionship → loss → solitude → bittersweet resolution
Key challenges:
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Emphasize the presence of the bird companion early
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Make the absence of sound noticeable after loss
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Balance environmental atmosphere with gameplay clarity
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Support the final emotional payoff at the summit
Audio Design
Companion Presence
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Designed bird vocal sounds tied to the double-jump mechanic
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Ensured the sound remains clearly audible over environmental ambience
Atmosphere & Layering
Supports spatial atmosphere and pacing in platforming gameplay
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Created layered ambience (wind, cave, mountain)
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Used minimal sound density to maintain clarity and focus
Loss & Contrast
Reinforces the transition to solitude
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Removed bird-related audio after the scripted event
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Increased prominence of environmental sound
Music
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Designed and layered music for the final summit scene
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Supports emotional release and reflection
Visual Support
Created background visual assets in Photoshop
Contributed to environmental presentation across levels
Supported the overall atmosphere through visual consistency

Iteration & Adjustment
Improved clarity of key narrative moment (bird loss event)
Adjusted audio timing and presence to strengthen impact
Result
Enhanced emotional clarity and player experience
Strengthened atmosphere through combined audio and visual design
Supported the intended aesthetic of ecsis (bittersweet solitude)