Loop 7
A mysterious anomaly-driven co-op experience set aboard a derelict space station.
- Engine
- Unreal Editor for Fortnite (UEFN)
- Role
- Sound Designer, VFX and 3D Artist
- Team
- Team of 5
- Year
- 2026
Team
- Uzay Utkubas
- Game Programming, Game Design
- Jonathan Siegel
- Puzzle Design, Puzzle Programming, Game Design
- Oliver Musch
- Graphic Design
- Colin Coveli
- Environment Design, Level Design, Game Programming
- Daniel Soares Felisberto
- Sound Design, Graphic Design
Trailer
Images
Soundtrack
The Loop 7 soundtrack is built from layered patterns: bass and electric bass carry the rhythm, a piano joins in the middle part, and a highlight melody on top. A space-like synth pad runs through the whole track and ties everything together.
I chose this composition to get a sci-fi heavy soundtrack that is not too dark. It is built from a few patterns: Bass, Electric Bass, Piano, Highlights Guitar, Highlight Space and two Highlights patterns.
I worked with the Fruity Parametric EQ 2 and the Fruity Reverb 2 on all instruments. The EQ shapes the frequencies of each sound, and the reverb gives it space.
For mastering I used Maximus with the Clear Master preset and some adjustments of my own, to get the best possible sound quality. A Parametric EQ 2 on the master adds a 20 Hz low cut and an 18 kHz high cut.
In the Game
We thought it would be a cool anomaly if a spaceship appeared at a certain trigger point. I recorded and adjusted all the sounds for it myself. I also created the engine flames trailing behind the ship, using a particle module in Unreal Editor for Fortnite (UEFN).
The poster belongs to the anomaly. I took the spaceship that appears in the game and turned it into pixel art, to create the Last Transmission poster in a retro pixel style. In the anomaly version of the poster, the spaceship is missing. As soon as the player gets too close to the picture, the event is triggered and the spaceship appears.
LED Screen Material
I created a material in UEFN that projects LED screen visuals onto objects. We used it on every screen in the station to make the world feel more immersive.
Holo Screen
I was also tasked with creating a holo screen. It displays a number that shows how far the players have progressed. I underlaid it with my LED screen material, so the screen feels very immersive.
Glitch Effect
I created this glitch effect for a special anomaly: a computer inside the spaceship that glitches when the anomaly is triggered. In regular Unreal Engine this would be easy, but UEFN can’t play videos. So I split a glitch video into single PNG images and packed them into one sprite sheet with TexturePacker GUI. The material then plays the frames one after another, so it looks like a video.
Portal Material
Loop 7 has a unique twist, and the portals are part of the game loop. That is why they had to be quite flexible while still feeling immersive. I built this material with exactly that in mind.
The first part of the material creates the movement. A noise texture is wrapped around the center in a circle with the VectorToRadialValue node. A Multiply node stretches it, and a Panner moves it all the time. Two layers move in opposite directions, and a Screen blend mixes them into a swirling, restless pattern. This is what makes the edge of the portal look alive.
The second part turns the pattern into the actual portal. Radial gradients draw a circle, and the moving noise cuts a ragged edge into it. I made the edge a very bright orange so it glows, while the middle stays dark.
What I learned
- How sound, VFX and 3D assets work together to create the atmosphere of a game.
- Building visual effects in UEFN and making them fit the look and the events of the game.
- Creating special 3D assets that match the style of the world they are placed in.
- Working in a team of five, where sound, effects and assets all have to come together in one project.
About me
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