Kingdom Jump

Kingdom Jump was a mobile platformer game where you explored various levels fighting unique enemies with a variety of weapons and powers.

I was a technical sound designer/ audio programmer on this project. Although I was under the job title of audio programmer, my responsibilities were more that of a technical sound designer. I managed all of the audio implementation, mixing, and almost all of the programming to integrate the sounds from Wwise in to the game. I also managed the sound library and naming convention of all sound files. It was an amazing project to work on, but came with a lot of challenges and learning experiences. The project was constantly changing, and took constant adapting.

Some of the systems included:
– Dynamic Music that adapted to the amount of enemies, health, and boss states.
– Gun system made to easily swap when the character’s loadout was changed and dynamic bullet collision sounds depending on the surface hit.
– Player and enemy systems connected to animations. A mix that swaps depending if it’s singleplayer or multiplayer.
– Dynamic ambience that used the player’s height to add layers and remove others.
– Coin collection that increased the octave of the sound to enhance the experience.
– Adaptable footsteps depending on the platform material.
– Adaptable mix depending if it’s singleplayer or multiplayer.
– Audio settings including sliders for music, ambience, sound effects. As well as the option to mute all audio.
– A ducking system to keep the mix clean and make sure the most important sounds are clear in the mix.
– As well as quite a few minor systems and unfinished systems that unfortunately never got the chance of being completed.

Since our audio pipeline was quite streamlined our audio department would usually be ahead of other departments, I’d often end up joining the Quality Assurance department to help test and document bugs. This also helped me stress test the audio system and find specific audio bugs.