Company: nDreams
Role: Senior Audio Designer
Released: 2023
Platforms: PlayStation VR2
Engine: Unreal
Audio: Wwise
Nominated for Best Sound Design at the 2024 Game Audio Awards
Audio design.
Audio and music implementation in Unreal and Wwise.
Managing task organisation between myself and two other sound designers, ensuring implementation was possible in a singular project environment.
Working alongside the composer to ensure the music was as required.
Working alongside production to ensure all audio goals and deadlines were met.
Working with the game director on dialog recording and in-game implementation.
Mixing of the game on hardware.
Synapse is a action FPS on the PlayStation VR2, featuring intense gun combat evolved with the players had telekinetic powers. The stylised visuals meant there was a lot of freedom from the audio, and I wanted the soundscape to have an unsettling edge around ever element. The game is primarily set inside the mind of a character so each sound could be a little ethereal, but also had to remain grounded and functional from a player perspective. remain grounded in some kind of reality.
The player could utilise telekinetic powers to during combat, which means picking up, throwing and exploding enemies and environment objects all with minimal visual feedback. I wanted it to provide satisfying feedback, while remaining within that ethereal space. Sound design wise it feels like the powers are eminating from your own mind. Within Wwise, the implementation utilises the distance, height and pull strength of the effect to alter the sound based on the players input. The video below details some of that implementation.
Synapse - TK Platform Movement Audio
Synapse - Telekinesis Audio Feedback
Synapse - TK Reel & Slingshot Audio
Synapse - Weapon Audio Implementation
The weapons in Synapse were equally as important to the player experience. There was only a handful of firearms so making each feel distinct and meaningful was vital. Each gun used several emitters attached to the the mesh to simulate a surround effect when fired, and also provide a subtle change in timbre as the weapon was fired from whatever position the player fired from. The amount of ammo was tracked, and applied over a filter ramp to give an indication of how much ammo remained before a reload was required. Each weapon could be upgraded too, so additional feedback layers were applied for each upgrade to make the gun sound bigger to match the progression.Â
As with all my projects I always want the player to feel as immersed as possible, and movement feedback is often a good way to sell that. I expanded upon the feedback from Fracked by utilising the movement speed of each controller, and fed that into a volume curve in Wwise that ramped up when the speed increased. A switch was used when a player was holding a gun in that hand, so a mix of fabric and metallic shaking can be used instead.
Synapse - Player Movement Audio
Synapse - Level Ambience
The level ambience was achieved by using spot emitters assosciated with specific visual elements. Each level had at least one focal point that I could base the ambience around, waterfalls, beaches, ruins, as well as some interior spaces. There was enough performance overhead on the PS5 to use Wwise convolution reverb, which enhanced the quality of those interiors. The level streaming structure meant that the controllers had to be assigned at runtime, but the rest of the ambience implementation was kept as simple as possible.