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, while the implementation uses distance, height and a telekinetic strength to provide the feedback. This video details some of that 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. There was also a layer that responded to the speed of the players arm movement, which played rustling fabric or subtle mechanical shaking dependent on wether a weapon was held.