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Internship (LIA)

Work experience from my LIA

During my internship as a programmer, I developed both my technical and collaborative skills while working on the dinosaur-/strategy-/adventure-game Dino Dynasty: Evolved.

I became a more proficient programmer and a stronger team member, while also gaining extensive experience working with Unreal Engine. I had the opportunity to contribute code directly to the game, which gave me valuable insight into real-world game development and the full implementation process.

Working in a small team, I had the chance to touch on many different areas of development such as the audio system, the UI, the characters, the AI and specific gameplay events.​

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Custom Audio System

When joining the team, the code base was pretty much a blank sheet regarding audio, and I got the opportunity to both write the functionality and think about the bigger picture architecture.​​​​​

During development, I learned some very valuable lessons which I will dive into the details of below. 
Click the topics to see code implementation and learn more!

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Responsive system for Soundtracks

I got to implement a dynamic soundtrack system that reacts to gameplay events and featuresquantized transitions between intensity layers.

The musical theme has three intensity layers all synced to 80 BPM (although 80 BPM is not necessarily quarter notes in every layer!). Showcasing SoundTrackTrigger and the MusicControlTrigger (Intensity Change, Intensity Override).

Data Assets & Metasounds

I learned a lot about how to structure data and how to utilize the built in features in the metasound graph.

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Animation Notifies and Event Delegates ​

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Much of the character sound effects are triggered from Anim Notifies or via callback functions and Unreals built in event delegates.​

Global Manager classes

I created two manager classes: SoundManager and SoundtrackManager (bad naming, I know!) They act as common grounds for all audio related code. They are essentially wrapper interfaces that other classes throughout the codebase have to use in order to play sounds and therefore also a perfect place to have custom functionality and tracking happen.

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Tutorial Level & Non Audio related stuff!

Even though I love working with game audio, I was very much involved in other stuff as well. 

As an example, I contributed to the tutorial system where I got to hook up gameplay events to cool VFX and custom logic through blueprints.

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