Braeden Foster


Macrocosm is all about discovery. The world presented to you is vast and blades of grass tower way above you. The goal of the game is to photograph things you find interesting. You are scored based on what curious little events you can capture with your camera. However you will need the help of your creepy crawly friends in order to reach certain locations in the game.

Project Communications

My team has been able to work together quite effectively by sharing assets and ideas around on tools like Github, Slack and Google Drive. These tools have enabled us develop the game with an agile methodology as we can all contribute to the project, helping us to make the game quickly.

Github has been a very useful tool, as it has allowed us to source control our Unity project. Our team can develop assets like 3D models and sound effects and add them to the main Unity Project without any issues. This has allowed for the rapidly growing number of assets to appear within Macrocosm.

Slack has been very integral, mainly for it's ability to post other activity on other platforms. For example Pinterist and Github. We had slack post any photo that we pinned to Macrocosm board. This was used for imagery that we found inspiring and helped us to conceptualise our game. Slack would also use it's bot system to show the commits done by Github. This was useful as slack would give us a notification of who had done the commit and would show the commit message.

Google Drive has been useful for sharing documents and large assets that are not suitable over Github. We have used it to share our project proposal, sounds, textures and 3D models.

The sounds of Macrocosm

I have been collaborating with Silas McClintock for developing music and sound effects for Macrocosm. Silas has generally made some atmospheric music and I have been implementing the sounds into the game using a useful tool called Fmod Studio. Fmod is great because it you can pass parameters into Unity to automate everything in Fmod by Events that that happen within Unity. This has allowed me to design the music and sound effects dynamically.