
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
