CRYPTOHACKER

This is my biggest videogame project so far. I have made it entirely on my own and with the focus on creating the music and sound design. During this process, I have learned Unity and FMOD, how to code in C#, and how to implement sound and music in videogames.

The game in short

In a dystopian near future, where tech giants have gained absolute power and grow richer at the expense of the poor, you play a hacker — a futuristic Robin Hood with the skills to resist the iron grip of the tech lords. Sneaking through a dark, neon-lit world, the player must infiltrate the SkyCorp building, hack their computer systems, and slip out again without being detected by the guards, with the ultimate goal of dismantling their totalitarian regime.

Sound Design and Implementation with FMOD

For CRYPTOHACKER, I created a dynamic and immersive soundscape using FMOD. My focus was on building ambiences that feel alive and responsive to the player’s surroundings.

The outside ambience consists of a perfectly looping base layer, enhanced with nested 3D events such as spaceships, sirens, and announcement speakers. These are triggered randomly, so the soundscape never feels repetitive. The inside ambience is enriched with scatterer instruments that trigger random metallic thumps and other industrial noises. This system creates depth and variation, ensuring that the audio environment feels like part of a living world rather than static stereo playback.

I also worked with snapshots to seamlessly control transitions between different ambiences (outside, inside, and alley), as well as states like pause menu, player detected, and game win. These snapshots allow the soundscape to adapt fluidly to the player’s gameplay.

Showcase video about the my ambience system in FMOD Studio

The Music System

The music system was designed horizontally, with different sections playing as the player progresses in the level. Music plays a central role in the gameplay, driving tension an driving the player to be on guard and be quick.

I used a lot of synthesis when creating the score. Many  instruments have been designed using Vital, for example the main bass. I spent a lot of time experimenting with how I could capture the mood of a stealth game while including the science fiction aspect.

Check out the music showcase in FMOD!

Showcase video about the my music system inside the game using FMOD Studio

Learning Unity, C# and Game Development

Beyond the audio, I developed the entire game myself in Unity, learning C# along the way. With a little help from my teachers, it was possible to write all of the scripts from scratch. 

I am particularly proud of the enemy controller script I created. The robot guard can walk around and follow a guard path while also detecting when the player walks into its line of sight. Also the fact that I managed to animate the robot’s movement and reactions. It’s something I did not expect I would succeed at on such a short deadline that we had.

↓Try out the game yourself following this link↓