Game title: Sicaria

Summary

Step into the shadows of Antwerp and shapes events during this crucial moment. Sicaria is a third-person stealth game set in Antwerp during the Eighty Years War you play as an engineer, a person capable of overcoming any challenge through your own cleverness. Because of the war you lost an arm, but you were able to build a mechanical one.

Stealth-Centric Gameplay
Emphasize stealth and infiltration as the primary gameplay interaction. Use the environment and your skills to remain hidden and accomplish missions undetected to avoid death.

Historical setting
You are immersed in a realistic reconstruction of the city during the Eighty Years' War. You feel inside a dangerous urban warfare. Use the city structure to your advantage, explore multiple pathways and take advantage of the verticality.
*Project still in development

Game details

Genre: Stealth
Game Engine: UE 5.3
Middleware: Audiokinetic Wwise
Platform: PC
Team Size: 38+ people
Duration: ~32 Weeks

Role & Responsibilities

My responsibilities as an Audio Implementor:

  • Audio implementation in Wwise
  • Implementation in UE5
    • Blueprinting
    • Animations
    • Sequencer
    • C++ scripting
  • Making sure the audio mix feels dynamic and balanced

My responsibilities as an Audio Designer:

  • Doing studio and field recordings
  • Editing and manipulating audio files
  • Working on Dialogue, SFX, Ambience, and Music

Highlighted Work

Dynamic footsteps system

In this game feature, a dynamic audio system has been implemented through an animation blueprint. As the player animation hits a certain frame, an audio cue is triggered, with the loudness of footsteps varying according to the player's speed.

Additionally, the feature takes into account the physical material the player is walking on by casting a ray cast through its foot in C++, distinguishing between surfaces like stone or grass, and playing corresponding audio cues for a more immersive experience.

AI Bark System

*Work in progress*

Ambience system

The war atmosphere dynamically incorporates random gunshot and heavy artillery sounds, spatially positioned around the player for a constantly evolving experience. This ensures that the ambiance is non-repetitive and stays interesting to the player. Moreover, by randomizing both the placement and intensity of these audio cues, we circumvent the issue of relying on repetitive 5 to 10-minute loops that would otherwise consume a lot of hard drive space. Additionally, to create even more variation each sound source within the spatialization has been integrated with randomized ranges, while the volume and pitch randomness of the samples further contribute to the richness and unpredictability of the ambiance. Lastly, I’ve added some reverb to make the samples echoes through the spatial environment.

Enhanced player feedback

For this game feature, a focus on enhancing player feedback has been achieved through the incorporation of various effects tied to the player's abilities. When scanning the area, Wwise dynamically applies an audio filter, creating the impression that the character is intensely concentrating on its surroundings.

Additionally, as the player's health decreases, an audio filter is applied to signal the player is in danger, intensifying the gameplay experience and providing crucial auditory cues for the player.

*Work in progress*

Gallery

Audio

# Title
1 Early Access Trailer 01:19
2 Stealth Concept #1 01:18
3 Stealth Concept #2 03:54

Visuals

Contact

Feel free to contact me through
any of these medium:

LinkedIn

vascod.hooiveld@gmail.com

Current availability
Available for Internship

Contact

LinkedIn

vascod.hooiveld@gmail.com

Current availability
Available for Internship