The next step in my plan to become more (W)wisened is to tackle the 301 cert, so it’s time to lace up my adventuring books, pick up my sword and prepare for the journey into the Wwise Adventure Game’s Allegro Kingdom. Wish me luck!
Post apocalyptic Desert
One of the audio implementation projects I’m currently chipping away at is a sound re-design for the ‘Post Apocalyptic Desert’ UE4 environment asset by KK Design. I’ve been playing a lot of Cyberpunk 2077 recently, and really enjoying how the sounds have been designed and implemented for the various vehicles of Night City - parituclarly the older, clunkier trucks and jeeps that tend to appear in the nomadic Badlands on the megacity’s outskirts.
Post Apocalyptic Desert is a complete project, that most importantly for my purposes, contains a cool rugged vehicle.
One small but very satisfying bit of progress so far has been learning how to swap out the the defaut UE4 mannequin with one a bit more character - namely the ‘Cyberpunk Mercenary’ model by Fajrul Falakh NF - Characters.
I’m still in the early stages of this design, but I’m pleased with what I’ve been able to get done so far - namely, getting a lot of print string nodes in place ready for sounds to be dropped in later. Having just watched Michał Pukała’s super-inspiring Taking It Up A Notch Game Sound Con talk, which focused how the audio team at CD Projekt Red approached upgrading and overhauling their vehicle audio content and pipeline, I’m keen to see if I can try and replicate some of their techniques they used to bring Night City’s cars to life, albiet on a much, MUCH, smaller scale (i.e. 1 car versus 100s of cars!)