RIFT (MMORPG)

Released:

  • 2011

Platform:

  • PC

Awards & Accolades:

2012 Bafta Nomination for Best Debut

2012 Best Online Technology at the Game Developers Choice Online Awards.

About:

Rift is a massively muliplayer online role-playing game.

Responsible for project audio direction and execution of vision. Provided game mix, technical design, sound design, implementation, music direction, mentorship to other audio staff and minimal composition.

Awards:

BAFTA Nomination: 

2011 RIFT was nominated for a BAFTA Award, specifically in the Video Game category, marking a significant recognition from the British Academy of Film and Television Arts

Game Developers Choice Online Awards : 

  • 2011 Best Online Technology: Rift | Trion Worlds
  • 2011 Best New Online Game: Rift | Trion Worlds

MassivelyOP MMO Awards: 

  • 2012 “Most Improved MMO” award from MassivelyOP, highlighting its ongoing development and improvements post-launch

 

Roles:

Audio Director

  • Recruit & manage internal and external sound designers and composers, dialog editors
  • Evaluae tehnology & tools to support development and future expansion
  • Work with different disciplines to identify and champion audio integration into the development process.
  • Identify work flow optimizations and create solutions
  • Mentor & onboard & train team members
  • Work with acoustician on studio build and gear purchase
  • Optimized build of studios to be modular and relocatable by pre-planning the company expanding which saved the company money and time to rebuilding as we did  at a new location 5 years later.
  • Source & manage & direct voice talent for Atlas Reactor

 

Technical Audio Architect & Technical Sound Designer:

  • AudioKinetic WWise audio architecture design
  • Audio workflow design
  • Tools support design
  • Technical implementation
  • Audio features design & documentation
  • Systems Design & Prototyping
  • Contributed to Audiokinetic’s WWise’s positional sound tool by suggestion ambiant system behaivor improvements to virutally track WWise objects so they behave as though they are actually in the game world. This allows for the complex movement and tracking of ‘virtual’ things moving in the world.
  • Audio QA & bug fixing

Postproduction & Game Mix Engineer

  • Cut Scenes 
  • Dynamic Game Mixing : RIFT, Trove, Atlas Reactor
  • Game Trailers – Full CGI & Gameplay videos

Sound Designer

  • Creatures Vocal & Foley (designed to scale, and be modular for maximum expansion of beahiors)
  • Footsteps (pioneered a new type of seamless world footstep audio system which was reactive to surface and liquids)
  • Immersive reactive ambiances (reacts to players and npcs)
  • Spells, Weapons (melee, ranged, DOT, AOE
  • Advanced WWise Techniques – including pioneering a template system for fast work flow

 

Music Production / Direction

  • Collaborated wth
  • Continued Inon’s legacy on as primary composer for Starfall Prophecy expansion due to budgetary restraints. Was very well received by both public & Inon.
  • Technical music implementation across launch to final DLC.
  • Authored alternate runtime mixes 
  • Authored runtime generative music
  • Created emotion mixes of the same content and implemented moods across the world

2012 RIFT: STORM LEGION – Expansion Pack

Released:

  • 2012

Platform:

  • PC

Features to note:

  • Volan Battle

Roles:

  • Same roles as RIFT
  • Designed new music system based on player requests.
  • Volan Battle
    • Sound Design
    • Technical Implementation
    • Mix
    • Music direction and technical implementation
    • QA & Bug Fix.

 

2014 : RIFT – NIGHTMARE TIDE – Expansion Pack

Released:

  • 2014

Platform:

  • PC

Roles:

  • Same Roles as RIFT

2016 : RIFT – STARFALL PROPHECIES – Expansion Pack

Released:

  • 2016

Platform:

  • PC

Roles: