Twin-Suns Corp | Project Octavia [Unreal Engine]

Short of 1 designed ability, almost all of my time on Project Octavia revolved around setting up spatial audio for the world it’s set in and bug fixing. The project was unique in that it had a lot of complex structures with a lot of windows throughout the very dense environment, so it required a lot of custom culling on the client side and custom parameters to ensure distant weapons had secondary filtering if they were outside of the cull-range. Aside from level work, any ability that needed implementation or custom work I was there to support the designers.