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ANALOGMAD

ANALOGMADANALOGMADANALOGMAD
Home
Menu
  • About
  • Credits
More
  • Home
  • Menu
    • About
    • Credits
  • Home
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    • About
    • Credits

Odyssey (cancelled) - pRINCIPAL Sound Designer i

Worked in a Lead Sound Role and Responsible for Audio System Design, Content Creation and Implementation using Unreal + a New Proprietary Game Engine.

  • Class Audio
  • Weapons
  • Crafting
  • Harvesting
  • UI
  • Ambient Audio


Organized and Directed a Large Foley Session at Warner Bros covering all Class + Monster Armor and Traversal Material.


Systems:

Design and Implementation of the Threat Collector System


Developed a dynamic gameplay framework centered on two crucial components: Tension and Focus 

The Tension System

  • Calculated Threat Levels: Scripted a system that gauged real-time threat levels by comparing the density and health of nearby enemies vs the player’s nearby allies.
  • Synthesized Fear: Designed the system to intensify the sense of danger when the player was outnumbered or isolated, forcing player agency in deciding whether to fight or flee.
  • Survival Immersion: Heightened the game’s survival atmosphere by ensuring environmental pressure scaled accurately with the player vulnerability. 

The Focus System

  • Threat Acquisition: Applying simple Raycasting and Line of Sight (LoS) logic to identify which specific entities were targeting the player.
  • Dynamic Threat Scaling: Dynamically adjusted audio levels via Wwise RTPC based on threat priority; enemies targeting the player were boosted, while enemies engaged with allies were attenuated.
  • Enhanced Situational Awareness: Reduced "audio clutter" during large-scale team engagements, allowing players to filter out noise and focus on immediate, high-priority threats. 

 

Designed and Implemented a Dynamic Gear System in Statescript which changed character Armor SFX based on equipped item types. 


      


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