Rainbox Six Siege
I was called up to help the audio team as the sole audio QA tester and analyst. I was integrated as full audio team member for the best support. The main new technical feature that R6 was bringing was procedural destruction of the walls, which implied complex procedural sound propagation systems and thorought testing The results were amazing and the audio really transported the game to a next level.
It was one of my favorite projects.
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Ambiance debugging each map
RFX verifications
Interior vs exterior transitions
3D audio objects validations
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Extensive Sound propagation debugging in each map using debug tools and Wwise
Walls and Windows destruction tests in Editor and In game
Footsteps and foley propagation from other players
Special package testing for the audio programers
Conduct multiplayer tests
Spy on multiplayer tests
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running tests with my 2 pcs, 2 headphones, two controllers and shoot at my self:
1st person perspective
other player perspective
bullet whizz and fly bys
operators gadgets
What you hear and others can hear
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Audio debugging of all operators which included:
Characters Foley
Characters Weapons
Characters basic gadgets
Character’s Unique gadget and counter parts from opposite oprators
Character Voices
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listening to multiplayer sessions as an in-game operator
listening multiplayer session from commentator perspective
listening to multiplayer sessions through the surveillance cameras
conduct and supervise multiplayer sessions
Solo campaign debugging
UI and Menus debugging
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Bug reports
Tasks creation for Audio designers
Bug assignments to owners
Bugs and tasks tracking
Bug reproduction and validation
Bug filtering
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Debug of all the UI and gameplay feedback systems:
In game player feedbacks. ex: health, alarm, count downs, scores, and so on
All menus and match modes
Solo campaign
Multiplayer waiting room
My Mandates
As the sole audio dev tester on the audio team and the project, I had complete owernship and freedom of the game debug.
I ordered an extra workstation and PC to conduct a lot of my own multiplayer tests on top of conducting multiplayer sessions with the other QA members.
I also created numerous test cases that where used by myself, our QA departement and external QA services.