Nando Cordeiro - Audio Programmer
Technical Audio Design contract work for the multiplayer survival horror game Dirge.
Redesigned audio multiplayer networking code to be more unified and consistent across the codebase, making for ease of reuse and a better auditory experience for the player.
Created a brand new audio playback system for clients playing the game, where higher detail stereo 2D sounds are heard for owning clients and mono 3D sounds are played at location of viewed clients, all done with one piece of code and a single audio file.
Corrected many instances of multicast RPC’s used to play sounds to instead have all audio handled per client, making for increased performance and more responsive audio playback with zero lag.
Programmed a custom Audio Volume tool in C++ for ambient sound zones, allowing for very precise setups in levels using the brush editing tools instead of Trigger Boxes. Functions are defined in our C++ character as Blueprint Native Events with some of the Audio Volume’s UPROPERTY exposed to the editor, allowing for quick designing and iteration.
Comparison of previous Blueprint implementation and equivalent C++ code shown here.
Restructured most hard references of audio files to soft references instead, greatly reducing load times across the project.
Optimized voice count in full games (5 players in lobby) from 35-45 to around 15-20, minimizing the memory footprint for audio.
Fixed various audio implementation bugs that had existed in the project where the playback volume of several sounds would be inconsistent.
Overhauled all of the sounds in the game from their placeholder assets to stylistically consistent, high quality sounds and implemented into Unreal Engine 5 using MetaSounds.
Implemented more detail such as layer variation for gun sounds and ensured everything worked properly on both the server and client side since Dirge is multiplayer.
Gun sound design demo: https://youtu.be/aXbgczH63BY
Worked fully remote on the project, independently managing time for tasks and accomplishing them.
Collaborated with the design team, communicating how audio can play more of a role in the game such as with the dynamic music system.
Quality Assurance of all audio assets by playtesting and seeking constructive team feedback from other disciplines, ensuring consistency of every sound shipped in the game.
Presenting the talk “Audio Workflows and Tips for Indie Projects”, describing how I used Unreal Engine’s audio features on my work for Dirge.
Sharing my experience and tips with the rest of the Non Nobis Games team.
Sounds for physics objects using an RC car in an office space.