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.

    • Ambiance debugging each map

    • RFX verifications

    • Interior vs exterior transitions

    • 3D audio objects validations

    • 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

  • 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

  • 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

    • 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

    • Bug reports

    • Tasks creation for Audio designers

    • Bug assignments to owners

    • Bugs and tasks tracking

    • Bug reproduction and validation

    • Bug filtering

  • 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.

Previous
Previous

Assassin's Creed Origin - Egypt Discovery Tour

Next
Next

Assassin's Creed Unity