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necessary. By establishing a solid framework from the start, teams handling your audio implementation can maintain consistency in their organization and oversight, especially if creative developments introduce the need to transition from one system to another.


CREATE VARIETY WITHOUT AMASSING ASSETS Audio systems serve as powerful frameworks for processing sounds in a way that gives gamers the impression of variety while keeping asset libraries on the back end relatively lean. Instead of tasking sound designers with creating a separate sound for every niche variation, they can trade off the time suck of higher asset counts for stronger effort on making typified sounds that are more impactful and unique. In the upcoming card-based MOBA Wildcard,


players command champions and creatures of all shapes and sizes, and as the team behind the game’s audio implementation, we sought a way to bring a suitable sonic variety while keeping things sounding cohesive on the battlefield. Instead of calling directly to a unique footstep asset for every creature, we systematized audio to call on a class of footstep sounds and modulated the base audio in-program for creature type, creature size, terrain type, etc. By also programming in a degree of randomization to how sounds get expressed, we prevented short loops from sounding repetitive or cyclical to players’ ears, keeping their heads in the game. Newer tools available, like MetaSounds in Unreal


Engine, give whole new levels of control for technical sound designers to enhance how sounds are processed in ways that previously required direct programmer support. With these technologies in hand, we can now go above and beyond base audio implementation without drawing heavily on programmers to execute our best audio vision.


TREAT AUDIO AS ESSENTIAL INFO One principle that defines my approach to implementing game audio is ensuring sound works to the maximum benefit of the player. What is a game communicating to the player at any given moment, and can the player understand what’s occurring quickly — even if an activity is just off-screen? Does a sound make sense to the player without visual support — or does a sound inspire the need for a new visual element to work in tandem to better the gaming experience? In Wildcard, when teams of summons are duking it out across the arena, commanding


April/May 2025 MCV/DEVELOP | 43


players depend on sound to fill in the activity that’s not happening directly in view in a way that aids their control without providing either side an unfair advantage. One unique aspect of our Wildcard implementation


is the incorporation of sportlike spectator POVs — embracing the greater community support around live players and their gameplay. As such, we had to consider how our audio works for both the viewers in the virtual stands as well as the competitors on the field. Audio systems helped us strengthen how sound conveys info to players and spectators alike by strengthening stylistic consistency, readability, and clarity of the overall audio mix from whichever POV one steps into. Without a systemic approach to audio, achieving the


increasing level of immersive complexity today’s games demand would be near impossible — so set your games off on the right foot with technical sound designers embedded early in development. Your players will thank you.


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