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Audio work

Audio has been a role I have worked with quite frequently within game production as I would frequently take this on as a secondary role alongside Producer but would always realise that Audio has a lot more to it than simply putting audio in, especially depending on the genre of game. I find audio to be very fun to work with and have learned a lot about its importance and how to create immersive audio both digitally and in person with foley.

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Wwise

Wwise was the first middleware I had been introduced to within game development. I found it interesting how it allowed me to add immersive audio within a Unity project. I have used this middleware within two projects since my introduction and I aim to use this in every Unity project I am working with audio on.

In Engine

I mainly use in engine audio systems when working in Unreal as it is just the system I learned to use over the time working with audio in Unreal. I find working with audio within blueprints to be intuitive and has enough in place that allows good use of specialisation and other immersive techniques. This remains my go to for Unreal Engine audio.

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​Audacity

Audacity has been my go to for modifying/cleaning up audio tracks since my first time working with audio. I have learned a lot over the years of using the software and aim to continue using this software in the future. I have used Audacity to clean up audio tracks with background noise or fragments that would otherwise ruin it for use within a game. I have used the software as well to create digital SFX to be used for monsters or robots within projects.

Licencing 

One of the first things I learned when sourcing audio was just how important licensing was. I did a lot of research into licensing and which licenses mean what. This allowed the projects I've worked on to ensure there aren't any copywrite issues and the license I default to is Creative Commons Zero (CC0) as I can modify it to my liking then use it within projects without issue.

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