I worked as the lead sound designer, and lead technical sound designer. I also worked with the team on developing gameplay mechanics, trailer direction, and video editing.
As the technical sound designer, I worked closely with our programmers on implementation using Wwise and Unity. We utilized google sheets to organize game calls and parameters by category, priority, and status. Work was delegated and organized using the agile method.
While working on Combat Capital, my personal goal was to test out different strategies in Wwise that would minimize the number of assets needed, for space and workload. I also wanted to utilize Wwise for as much functionality as possible to reduce the load on the audio programmer since audio was not his only responsibility.
Audio Systems Breakdown
Footstep Material Switches
For the footsteps, I attempted to create 6 surfaces with overlapping elements. I used switches based on material type and incorporated some multipurpose layers, like metal and armor, to provide consistency and minimize assets.
Single Loop Grapple Beam
The grappling beam only had two assets to test working with looping sounds and asset efficiency; I had one sound for the release and a loop for the active beam. When the beam was emitted a beam length parameter was tied to the pitch. The grapple beam would reduce pitch over a curve as the length changed creating a springy effect that also informs the player. I also use pitch randomization along with a voice limit to ensure there was no interference with multiple players grappling.
Wind Intensity and the Elevation Parameter
Players could utilize a grapple-hook and jet pack to reach the tops of skyscrapers. I made a wind elevation system to enhance the feeling of elevation. A player elevation RTPC increased the wind intensity as the player reached the top of the skyscrapers. When descending the track would blend back into the ambient zone the player was returning to.