Our role: Full-service audio partner
Scope of work:
- Foley Recording: character and NPCs movement, non-verbal vocalizations, environmental foley, cutscene props
- Sound Design: ambiences for locations, environmental sounds, all creatures and boss fight sound design, sound for location events and scripted sequences
- Audio implementation: Wwise Spatial Audio setup (audio volumes, audio portals, reverbs), ambiences, environmental audio emitters, events, audio support for mechanics, animations and VFX, real-time mixing systems (RealTime parameters, ducking, voice limitations etc.), multichannel support 5.1 and music system implementation, haptic/controller vibration via Wwise Motion, multiplatform audio optimizations
- VO: post-production and implementation of all voice-overs
- Cutscenes: sound design for all cutscenes in 5.1 surround
- Audio QA: profiling and fixing bugs
Tools: Unity, Wwise, GitHub

