Back to projects
Sound Design

K.A.V.A. – Tales of a Morphling

A delightful puzzle adventure featuring shape-shifting mechanics.

Engine
Unreal Engine 5
Role
Sound Designer
Team
Team of 5
Year
2026

Team

Uzay Utkubas
Technical Art
Jonathan Siegel
3D Art & Animations
Hüseyin Oruncak
Narrative Design
Colin Coveli
World Design
Daniel Soares Felisberto
Sound Design

Trailer

Images

Soundtrack

K.A.V.A. – Game Soundtrack
FL Studio playlist: overview of the soundtrack

The whole soundtrack is arranged in the FL Studio playlist. Each colored block is a pattern, and the track grows layer by layer: dream bell, swell, grand piano and FM flute come in one after another, so the music builds up slowly instead of starting at full power.

Piano roll: the piano at the beginning

The track opens with a quiet piano. In the piano roll you can see the first notes: a few long, calm chords in the low range and single high notes on top. I kept it sparse on purpose, so the piece starts gently and leaves room for the other instruments.

Parametric EQ and reverb in the FL Studio mixer

All sounds were adjusted by me. Reverb gives every instrument space, and the Parametric EQ shapes its frequencies, so nothing covers anything else. The screenshot shows the Fruity Parametric EQ 2 and the Fruity Reverb 2 next to the mixer, where every instrument has its own channel.

Mastering: Maximus and Parametric EQ 2

For the mastering I used Maximus on the master channel, starting with the Clear Master preset and adjusting it myself to get the best possible sound. A Parametric EQ 2 on the master cuts everything below 20 Hz and above 18 kHz.

Audio Implementation

Unreal Engine: the SFX folder with all sounds of the game

After finishing the sounds in FL Studio, I imported them into Unreal Engine and sorted them into one SFX folder. Events in the game trigger each sound at the right moment.

Animation Blueprints

State machine of the alien: idle/walking, jumping, falling

The state machine of the alien switches between three states: idle/walking, jumping and falling. Transitions fire when the character’s movement changes, so the right animation always plays.

Event graph of the alien animation blueprint

The event graph runs every frame. It reads the speed of the character and whether it is jumping or falling, and passes these values to the state machine.

Event graph of the cat animation blueprint

The cat uses the same setup in its own animation blueprint, so both characters react to movement in the same way.

What I learned

  • Composing a game soundtrack in FL Studio and building it up from layered instruments such as bells, swells, piano and flute.
  • How reverb and the Parametric EQ shape a mix, so that every sound has its own space and frequency range.
  • Implementing audio in Unreal Engine and triggering it through events, so that sound and visuals such as the door VFX happen together.
  • How animation blueprints and state machines connect animations, so that a character reacts to walking, jumping and falling.

About me

Portrait of Daniel Soares Felisberto

Hi, I’m Daniel, a trained industrial mechanic now studying Game Development at Hochschule Offenburg. Before university, I completed my apprenticeship at Rolls-Royce Solutions GmbH and worked in CNC manufacturing. I’ve been playing video games for as long as I can remember. My earliest memory is the PlayStation 2, and I’ve been hooked ever since. Many older games carry a special kind of love and craftsmanship, and I want to bring that spirit into my own games, with one goal: making games as fun as they can be.

I practically grew up with Counter-Strike: Source, The Elder Scrolls IV: Oblivion and Metal Gear, and I still love those genres today. My focus is on Game Design and Sound Design, complemented by hands-on experience in 3D creation. I put that love into every project I work on, and I’m always open to learning new things, even those far outside my specialization.

Email: felisberto.daniel@yahoo.de