Sound Design & Implementation

This survival game is completely programmed from scratch with Unreal Engine Blueprints. Audio is implemented using Wwise and designed with mainly recorded or synthesized sounds in Ableton.
The sound style is science fiction but with a realistic approach. The objective was to avoid sound getting repetitive in a game that has repetitive mechanics, so there are many systems in Wwise and Unreal to avoid this.

Alien Speech System

The main objective of this system was to have a nice variety of growls and hisses and to avoid the lack of control of completely random fired assets.
The system is based in coherent phrases that can be divided in 3 parts that make sense individually or mixed between them. Every time the event is posted the randomly selected phrase mixes it’s 3 parts in a new way, altering the duration of the crossfade and pitch. Giving a much more natural intonation.

Alien Group System

The objective of this system was to control large numbers of aliens growling, reducing the amount of voices and spatialized objects while keeping a great aesthetic. The system detects and manages groups of aliens and then spawns a designed group growling sfx with variable layers depending on the aliens in that group. This group sfx gives the feeling of a lot of aliens growling while the individual speech system can have limited sound instances.

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