My Mandates
Assassin’s Creed Origin was my first project as a full time sound designer.
The level of details in this game is astonishing and recreating the daily life of the citizens brought the game alive. I am really proud of the atmosphere I created through the crowdlife. It is one of the features that people enjoyed a lot, especially the players that played the game for the Egytpian setup.
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Ambiance integration and debugging of several parts of the map, including biomes and cities
Interior location ambiance implementation: Ruins, Temples, Pyramids, caves, underwaters
RFX implementation
Procedural map painting of water areas
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Foley creation for crowdlife and artisans based on historical facts and references
Foley integration in animations
over 150 stations
debug and maintenance
sound optimizations
tracking with animation team
Wwise structure creation and maintenance.
Sound banks managements
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Sound creation and integration in Quests scripted events
Sound Design of complexe scripted NPC setups like dozen slaves pulling stone blocks or a Theater act.
Foley integration for main Quests scripted events
sound effect support to mission designers
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Includes all breakables, interactables, parkour ingredients
Battle arenas props
Sound Design and Implementation
Wwise structure creation and management
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created and managed loot and inventory system for sound
Player feedbacks, like specific enemy archetype in area
player detection
Wwise structure creation and management
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Combat, Parkour and Assassinations implementation in animations
Maintenance
Wwise structure management and maintenance
creation and integration of new surfaces materials
Arena Bosses
Phylakes bounty hunters
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audio tester ramp up and training
create training documents
create test cases for tester
create test cases for external QA services
The Phylakes terror reign
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I saw an opportunity for an awesome gameplay feedback when these hunters got in range of the player.
I took the idea to the gameplay programer and voila! The phylake terror reign was born.
It brings a sense of emergency and scares the players.
It is a good example of an effecient and yet simple gameplay loop
The feature was also used in Valhalla on different characters and enemies
The youtube comments are pleasant to read ! :)
The Royal Palace - Ambiance
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Sound creation and implementation
Single sound effect example
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Sound creation and implementation
Egyptian theater act
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Created and implemented all foley sounds in the funny dramatic theater act.
Slaves and pryamid setups
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Sound creation and implementation in animations
optimization
Royal Cortege
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Sound creation and implementation in animations
optimization
The citizen’s life
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Sound creation and implementation in animations
optimization
Gladiators and Battle Arena
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Sound creation and implementation of the following:
battle arena ambiance
collaboration withe the voice designer for wallas and crowd reactions
Boss fight and archetypes sound design and implementation
gameplay ingredients and obstacles.
UI and results celebrations
Chariots Racing
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Sound Design and implementation of the followings:
Hippodrome ambiance and implementation
UI and Racing gameflow loop
Chariot Sound Design
Collaboration with the Voice designer for Crowd reactions and wallas
Race and results celebrations
Various traps and obstacles.
The Sound of Egypt
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Thanks to this youtuber you can enjoy the sound of the game ambiances through out various locations
Ambiance sound of acient Memphis
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Ambiances were also different from district to district.
Each district had it’s flavor based on wealth and population type
Ambiances had full day and night cycles with civilian routines