Ivor’s Cutlass
Project Overview
Ivor’s Cutlass is a low poly indie pirate game originally written in Unity. I re-implemented it in UE5 C++ and Blueprint and it uses Wwise as the audio middleware. The brief was to implement an adaptive music system for the first couple of levels, main menu and a five minute trailer. The musical brief was playful, adventurous with a hint of darkness and foreboding. References were Return to Monkey Island, Assassin’s Creed Black Flag & Sea of Thieves.
Included below are some examples of the music.
Ambiences
Shipwreck
Ivor happens across a shipwreck on a lonely island. But it is guarded by the undead! Mood is foreboding with a hint of adventure. This piece uses sound design as well as musical elements to represent the clacking of bones.
The Caverns
Swimming through shark infested waters, Ivor spies a lit cavern ahead. Something waits for him there, nothing good most likely.
The Mansion
Two heavily armed dullards flank the doorway to a mansion. Ivor knows his prize is within. But first he must figure out how to get rid of the guards.
Adaptive Music
(Note: Your computer or phone performance may affect playback below.)
Boss Fight
After a chilly swim through the caverns, Ivor comes face to face with Greenbeard, or what used to be Greenbeard before he ate those poisonous loganberries. The grim fandago that ensues as the two fight it out is legendary.
(Press play on first clip and use the volume slider on the second to fade in additional layer).
Havana Fight
Ivor’s quest begins with needing to escape from the grabby clutches of the local military.
(Use the play controls on the first clip and use the volume slider on the second and third clips to fade in additional layers).