Project Ethos - 31st Union

3rd Person Multiplayer Shooter


My Role

I was brought onto Project Ethos a year prior to it’s Beta Event. During this time I was responsible for a variety of both audio tech systems clean up as well as content side sound design. After Beta Event, following some changes with the game concept, I embraced responsibility for PvE audio systems, spatial audio treatment, and Hero SFX implementation. At 31st Union I gained insight on team dynamics, collaborating with 5 - 7 other audio professionals to create high quality experiences for players.

Practically all of the Hero and Creature work I’ve done on the project is unreleased as the game is still in active development. The following are what I was responsible for during my time at 31st Union:

 

- Ownership of PvE audio feedback logic + pipeline
- Ownership of PvE creature sound design
- Sound design for multiple hero’s weapon fire, projectile impact, abilities, and movement foley.
- Implementation for multiple hero’s full audio kit (parts listed above)
- Development of UE5 tools for the audio team to alleviate burdens in spatial audio authoring pipeline
- Cleaning up UE5 Tech Debt and establishing solid pipelines and parent classes for the audio / VFX team
- Detailed reporting in collaboration with engineers to squash nuanced audio bugs


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