top of page
MITCHELL KENNEY
Award-winning Sound and Dialogue Designer with 10+ years of audio experience and 3+ years in AAA game development, including credits on Marvel's Spider-Man 2 , Battlefield 6. Specialized in sound design, dialogue and technical implementation through audio middleware.
GAMEPLAY INSIGHT
(C) Marvel 2024
This is an example I worked on for the interactive event with Audiokinetic Wwise. I managed to edit and implement the vocal exerts.
Vocal exerts are implemented in Wwise in looping random containers to randomize the exerts with a Switch Container as a parent. I created a switch that goes from low intensity to high intensity. Each random container of exerts are assigned to the appropriate switch. The switch is driven by a game parameter that is set from 0 to 1. When the value is 0, the low intensity exerts will play infinitely with time delays that are also randomized between a time interval. When the player starts pulling, the value will increase and therefore, switching to high intensity exerts. The transition between low intensity and high intensity exerts are smoothed out with a time interval of silence to make it sound more natural. This was the challenge of this approach since exerts could be stopped abruptly. Adding a certain amount of silence made it sound more natural.
The sound events were implemented to the specific in-game interactive cinematic. The switch was set in the script graph so that it would be attach to the R2 and L2 sliders and to the corresponding actor.
Once the player succeeds, there is a stop event with a bit of time delay to stop the looping random containers from continuing to play and let the final exert play.
bottom of page