Contributions

Content

  • Mix – used ITU-1770 standards to establish an integrated loudness of -18db LKFS for 20 minutes of gameplay
  • Destruction
  • Weapons (67% of all designed)
  • Alien voice- Creeper, Big Creeper, Grunt, Ambusher, Tank, Queen, Tentacles, Monoliths
  • Nanoforge – shockwave, impact, berserk, shield, including upgrades; repair
  • Music – style guide, producer, director, and supervisor roles,system design, implementation, wrote score for Ruin Mode and Multiplayer
  • THQ/Volition/RFA animated logos – the video that appears at game boot
  • Cutscene audio director, producer
  • Gore
  • Player foley – all weapon reloads, dodge, movement foley
  • Ambience – PAs throughout game, alarms, mission battle ambience
  • Interface – upgrades, vehicle night vision, new weapons pop-ups, salvage (pickup and ambient loops), ammo pickups
  • Props – generator used throughout the game as a repair objective, explosions
  • DLC content – weapons, vehicles, mission sound effects, cutscenes

Systems Tech & Stability

  • Integrated 90% of audio into mission scripting
  • Point for RAM allocation discussion and memory management
  • Playback stability- point for QA and programmers
  • System optimization – compression spec, variation counts, duplicate data, etc.
  • Interfaced directly with Audiokinetic for new Wwise feature requests, identifying new bugs
  • Feature parity between SKUs
  • DLC system architecture support

Additional Music

 

Red Faction: Armageddon

  • Creature Voice
  • Destruction
  • Field Recording
  • Music
  • Scripting
  • Weapons
  • Wwise