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Sound Design / 3D Artist

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

Soundtrack
FL Studio playlist: arrangement of the 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.

The patterns of the soundtrack

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.

Parametric EQ 2 and Reverb 2 in the mixer

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.

Mastering: Maximus and Parametric EQ 2

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

Gameplay: the spaceship anomaly

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).

Last Transmission: poster

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

LED screen material in the game

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

Holo screen design

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

Glitch effect for the anomaly

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

The portal in the editor

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.

Material graph: the moving pattern

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.

Material graph: M_Portal

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

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