Transference was an experimental project at the Ubisoft Fun House, in collaboration with Elijah Woods movie production company Spectre Vision. It was my first and only VR project. The game was meant to be a sci-fi jump scare adventure. Even if the game was not a financial success, it was a highly technical prouesse and I had the chance to be mentored by two very experimented Audio Leads. The game was created using Unity and Wwise.

The main core gameplay was that the player could switch between 4 different perspectives of the appartement which represent each family member. The player needed to interact with different objects and resolve puzzles using the VR hand manipulation.

My mandate was to support and assist in creating audio for the game but also bring my experience as an Audio QA while the Audio Director and Technical Lead were handling music, voices, and under the hood technical aspects.

My Mandates

    • structure creation in wwise

    • asset creation for all manipulative and interactive objects

    • All the appartement Doors

    • footsteps and surfaces

    • Creation and implementation of the room shapes, portals and sound emitters and sound emitter splines for each perspectives

    • Room tones, exterior ambiance and reverbs for each perspectives

    • structure management in Wwise

    • creation and integration of all 3D environment object in the apartment: vent traps, radios, windows

    • created and managed a system of living RFX to simulate neighours activities like toilet and plumbery cycles.

    • Wwise structure creation and management.

    • Tracking of all objects production

    • Implementation in Unity

    • Physics RTPC management for object manipulation using the hand controllers

    • Collaboration with gameplay progamers

    • Manage two structure, one using and controllers and one using normal controllers

    • Collaboration with Level Designers, programers and puzzle designers

    • wwise sctructure creation and management

    • sound design and implementation

    • debugging

    • Scripted Event tracking

    • Sound Design and implemention in the Unity Cinematic and Animation sequencers

    • Wwise structure creation and management

    • debug

  • Since we did not have a dedicated Audio Dev tester my experience as a Audio Developpment QA was also one of the reason I was asked to join the project.

    • Play the game

    • Perform walkthroughs

    • Help the Audio Lead and Audio programer debug somepart of the game

    • Assist the Audio Lead in debugging more complexe Scripted story moments

    • Assist QA department for audio debuging

    • Provide test cases for testers

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