Nuendo

Wwise

Unreal

PerforcePerforce

Izotope

Waves

FabFilter

Confluence

Experience: Over 3 years of experience in the implementation of voice assets within a multiplayer first-person shooter game called HYENAS, with a core focus on enhancing player engagement, communication, and feedback.

Key Responsibilities and skills:

  • Collaboration with Audio Programmers: Worked closely with the audio programming team to revamp the existing dialogue system and tailor it to the specific requirements of our FPS game. Provided valuable input and suggestions for system improvements throughout the development process.
  • Collaboration with Design and Narrative Teams: Collaborated closely with design and narrative teams to translate their vision. This collaboration enriched character depth and contributed to the immersive gameplay environment.
  • Wwise Dynamic Dialogue Events: Implemented dynamic dialogue events within Wwise to trigger voice lines with precision and flexibility. This technique allowed for responsive and context-aware voice cues, elevating the overall player experience.
  • Unreal Engine Mastery: Proficiently utilized Unreal Engine’s Blueprint system to implement dialogue triggers, ensuring precision and synchronization of voice lines with gameplay events. This skill set extended to both client and server sides for seamless multiplayer experiences.
  • Priority-Based Trigger System: Managed a sophisticated priority system for voice lines. This system ensured that players always received the most vital information, allowing for the queuing of less important lines or even interrupting them when crucial gameplay moments occurred. This approach enhanced player awareness.
  • Player-Specific Experience: Implemented mechanisms to create a non-shared experience, ensuring that all triggered voice lines were relevant to the current player. This personalized approach enhanced player immersion and engagement by delivering contextually appropriate voice cues.
  • Audio Realism and Immersion: Employed real-time effects within Wwise and crafted pre-calculated audio enhancements using Reaper to heighten the realism and immersion of voice lines, enriching the overall player engagement.
  • Prototyping and Refinement: Utilised a range of placeholder assets, including robovoice and recorded prototypes, to test and refine new gameplay sequences, including tutorials. This iterative process fine-tuned the voice implementation to maximize its impact on the player experience. In-house recording.
  • Support for QA: Assisted the Audio QA team in understanding the intricacies of the dialogue and voice system, ensuring effective testing and validation of the system’s functionality, leading to a more polished and player-friendly experience.
  • Localisation: Helped managed the localisation of voice lines to maintain a consistent player experience across six languages. This included ensuring that translated voice lines retained the same timing, impact as the original lines.