● Successfully designed Wwise events for easy-to-use Blueprint implementation
● Includes a branching dialogue system depending on game conditions using switches and states
● Created a working subtitle system from scratch in collaboration with our UE Audio Programmer
● Efficiently organized and processed 200+ audio files of dialogue, sound effects, and music
● Implemented sound effects directly onto animations for synced audio and visuals
● Implemented a Visual Novel for narrative elements in the game
To the right is the full gameplay of Project: Ether. All the SFX was implemented by me, while the dialogue and subtitles were partly done by me.
The full version of the game can be found here.
One of many examples of using Unreal's animation tracks coupled with FMOD's events to make synchronized SFX. Other examples include entering/exiting the ether state and firing the hex.
This game is the longest I've ever spent on a project and the most files I have been in charge of as a student at UCI. As my third capstone project, I had expectations for this game and I can say that they were mostly met. I am very proud of my first attempt at using Wwise. I feel like I got to create a lot of different functionality and get ultra familiar with the program moving forward. I am proud of the subtitle system, as it could have been easy to use a subtitle system made in the marketplace, but I knew that the markers were something that we could use to create it ourselves.
However, the subtitles would be the feature I would want to redo the most given the chance. We didn't realize until it was too late that the way we designed it could lead to the occasional overlapping of text, and by then it was too late to remake it. At least we identified what in the code was causing the problem, and created a halfway fix.
In summary, I am very happy with the audio of this game. It was a very ambitious project, riddled with bugs and build problems, but I am so excited to share this project and continue learning from it.