● Created an Adaptive Music experience using automated parameters connected to game states
● Effectively recorded and mixed a live violin for use in our game. Also created many SFX
● Efficiently collaborated with gameplay programmers to coordinate game states and music adaptions
● In Blueprint, program the Audio implementation and QOL features like a shoulder-switching camera and player states
● Supervise the Audio team that has continued work after I graduated from the project
● We Got Compagnie! was selected to be apart of the 2023 IEEE GameSIG Showcase presentation. We showed off our game in front of a panel of judges and got to set up a demo table.
We got Compagnie! won the award for Best Music Implementation
To the right is the official trailer for We Got Compagnie! The full game can be found at zxgnjason.itch.io/we-got-compagnie
The music style changes from Legato to Tremolo based on player input. The spheres are placeholders for the Legato firing style while the cubes represent the Tremolo style
This is my bank for the first boss level in our game. In the video, I demonstrate how I transition between different game states, like if the player is playing the violin, how they are playing it, and if the boss is playing their tuba.
This game is one of the most satisfying projects in my portfolio because it is my first game in Unreal Engine and using FMOD. I learned a lot about adaptive music and audio implementation in games because of my work here, and I am really grateful to my team lead Jason for guiding me thorughout this process.
Unfortunately, I think this game fell a little short of its potential. Out of the 20 weeks we worked on this game, the first 6 weeks were very hectic, and I personally felt like not a lot got done. Even by the time the team hit their stride and started producing content really efficiently, had to scrap a few features I wish made the final product.
That being said, this game is a project I am very proud of. At the time writing this, this is my largest scope project. I am honored that this game received an award for audio implementation, and I hope to continue working in positions like this as I felt really natural and useful as an audio programmer.
Edit October 2024: The game has continued development in January of 2024. While I'm not part of the team anymore, I still supervise and consult the current audio team working on the game