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I was responsible for designing the sound for the core gameplay, including Projectiles, Damage/Deaths, Character Movement and more.
The Audio Direction involved crafting sound that is organic and familiar, which helped us create a rich soundscape with clarity between different areas of sound.
A lot of designs were built in modular systems. For example, Projectile sounds can be combined together, and Death sounds are modified with the Game Mode.
It's important that players can make sense of the chaos in Outcasters, and that was a challenging task when there is so much to communicate.
Together with our technical wizard Lewis Williams, we built a lot of systems and tools across UE4 and Wwise, including an Importance system, HDR implementation, Dynamic Range Profiles and more.
The characters in Outcasters are a special part of the game, and a lot of love was put into them.
I established the Dialogue direction and between myself and the audio team, we directed, performed and recorded the zany cast of characters we have today.
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