Splash Damage
Splash Damage
Duration: 2 years
Transformers Reactivated
A third person multi-platform multiplayer game using Wwise. Enhanced gameplay through dynamic audio systems:
- Improved Wwise submission workflow for audio designers working alongside the build team to automate Wwise cooks for the rest of the team. Previously audio designers were getting blocked and dealing with binary file conflicts when attempting to check files out.
- Enhanced the music system to dynamically adapt based on world states, enabling responsive transitions between themes, layers, and triggers.
- Implemented Wwise External Source plugin for our dynamic dialogue system to improve iteration times for the narrative team, as well as adding support for the cinematic team and improving overall usability.
- Created a networked AI Bark system from the ground up.
- Added numerous audio hooks for gameplay whilst also fixing bugs and continuously profiling to see where performance improvements could be made.
- Collaborated with Audio Designers regularly to assist in implementing desired features.
- Carried out multiple Wwise upgrades during project lifetime, including a migration from UE4 to UE5. Resolved issues within the Wwise Niagara audio module and made some optimisations (e.g. caching data which was regularly polled and adapting functions that passed large amounts of data by value).
- Update audio debug tooling to batch request data through WAPPI fixing an issue with high frame costs making the tool previously unusable.
- Constant profiling and playtesting.
Project Astrid:
A first person multi-platform multiplayer survival game using Unreal’s native audio system:
- Research and developed a dynamic, priority-based mixing system leveraging Unreal’s control bus mix system.
- Conducted profiling with Unreal Insights and implemented performance optimisations. Implemented audio hooks for gameplay and performed regular bug fixing.
- Created a data driven system to group and replace multiple sound sources in an area, to a single source which represented them all (e.g. multiple small fire instances in close proximity being replaced with a single large fire sound effect).