Work

Anonymous Alcoholic

Unreal Engine 5
Global Game Jam 2025
Blueprints
Windows
midi synthethiser and microphone
6 Jammers
CG Academy HELHA

Anonymous alcoholic is a turn-based versus game where you have to shoot bubbles of alcohol at a drunkard. The team who has to shoot the bubbles has to make him drunk, while the drunkard has to weaken them by screaming

Title of Anonymous Alcoholic

Team:

Trailer

Main Challenges

  • Create a game about the theme “Bubble” in 48 hours
  • Create and use a midi synthethiser and a microphone as input

My Contributions

  • Involve the microphone as input during the brainstorming
  • Create the blueprint antagonist
  • Manage the git and the project
  • Search and implemented the microphone input

Gameplay

Anonymous Alcoholic is a turn-based versus party game developed in 48 hours during the Global Game Jam 2025, where bartenders compete against the drunkard. The game consists of 4 rounds, with players swapping roles between rounds. The bartenders win if the drunkard falls, and the drunkard wins if they remain sober

Bartenders

Using a MIDI synthesizer, each bartender must spam keys as fast as possible to open as many beers as they can. Each successful input generates an alcohol bubble.

At the Begin Play, we create the MIDI Device Controller and bind a custom event to capture the input. Each input represents a player. Once a key is pressed, we check whether it has already been used. If not, we add it to an array. The first input spawns the bubble, and then each subsequent input increases its scale. Once the time is up, the bubble travels toward the drunkard, and it becomes their turn.

Drunkard

Equipped with a microphone, the drunkard must scream as loudly as possible to destroy the alcohol bubble before it reaches them. If they fail, they become progressively more intoxicated.

To capture the voice, we use the Audio Capture plugin to receive new events and components. To measure the voice amplitude, we use the On Audio Envelope Value event from the Audio Capture Component and store it in the float parameter Voice Amplitude.

We check if it is the drunkard’s turn. If not, their mouth remains closed. Otherwise, the mouth opens more or less depending on the intensity of the scream.

Damage is calculated based on how long and how loudly the player screams