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.