Cradle of Sins
(in development)
This is a VR video game project, with U24 Solutions in charge of development, looking to create a MOBA style game in VR – two teams battling each other in a virtual arena, trying to destroy the opposing team’s towers and eventually their base, with minions, jungle monsters, character with unique powers, a looming temple and other goodies interjected in between.
I joined the project in early June of 2020, though it had been active considerably longer, and I was responsible for the concept, design and implementation of the entire soundscape of the game. This, on a few occasions, was re-design, as there were already audio assets in the game before I came about, but most of those were replaced entirely. Since this is a VR project, the first full development cycle on one of those for me, the traditional means and ideas of putting together a sound scheme had to be shifted a bit. More emphasis is put on immersion and “realism,” trying to help create a lived-in and believable in-game experience for the player, rather than meta-gaming and pushing each sound effect to become an edge/mechanic for the competitors of the arena.
The project itself is based in Unreal Engine 4, still under development, though available for public testing, if perhaps featuring a few ongoing bugs. Of the larger systems, I utilized Google’s Resonance Audio plugin for more detailed spatialization and additional reverb options among other benefits, as well as audio files mixed in an ambisonic format, as I found this greatly improved the continuous player immersion.
As mentioned above, this is still a work in progress, which anyone can follow along via the website, the game’s Steam page, Discord community and all the various social thingies out there. As such, I’m still keeping this section up to date with the latest patches whenever they concern the audio sections I built, and will keep doing so until the eventual release of the game into this wonderful world.
Currently, the team is still polishing the additional game modes and maps, as well as working through the general testing phase, working out all the kinks and bugs that come with trying to create a thing.