Out of Time
Out of Time was an extraordinary experience, working with such a talented team from start to ship on this project. With the aspects of time travel, it allowed a wide variety of sounds and systems to be developed for the game: from composing a procedural dynamic music system to make every run sound unique, to developing an optimized audio system where dozens of mobs can be reduced to only four audio components. Being the lead and only sound designer means every piece of audio in the game I had the honor to be part of and implement.
Player Abilities Audio
Here are some examples of sounds the players hear when they cast an ability to clear waves of enemies.
Mobs Audio
Miscellaneous sounds of mobs that can be heard in the horde.
UI/Menu Audio
Making the sonic atmosphere of menu navigation delightful and impactful.
Music of Out of Time
Systems
Swarm Audio System
In Blueprints and Metasounds, I created a system to optimize and consolidate swarms of mob audio from dozens of channels into only four.
Dynamic music system
Created a smart object within Blueprints and Metasounds, that allowed the implementation of a procedural dynamic music system. with vertical orchestration. Meaning the music would change based on the state of combat, and the music would be unique to each run.