I aimed for high audio fidelity, but given the project's technical constraints and the programming languages used, this represents the most cost-effective audio result achievable. Occasionally, brief micro-loads during gameplay prevent certain sounds from playing; this behavior stems from the project's architecture and cannot be fixed in the current build. Similarly, some sound elements I wanted to add remain unimplemented due to the same project-specific limitations.
About the game: The game is created for the top CIS Twitch streamers. It is a two-month real-time strategy event in which streamers play the game, and they need to complete other games to make a move in our game. Streamers can upgrade bases, complete quests, interact with items and inventory, recruit partners into a family, capture territories, and more.
About game development: The game is developed on the Unity engine, using WebGL, React, Electron and Chromium. You can follow the event with general information via Discord, Telegram and Twitch bots, the Twitch extension, and the website. The development team consists of about 15 people.
My duties: I served as Sound Designer and Music Editor.
As Music Editor, I sourced background music from Audio Jungle to match the game's style (swing-jazz of the 1930s–1940s) and ensured it fit the atmosphere and the voice-overs, whether happy or sad in tone.
As Sound Designer, I created the game's sound design, partially integrated sounds into Unity (including scripting), and edited, mixed and cleaned up 869 voice-over tracks.
Work performed: audio editing, cleaning and voice mixing.
All VO material was sourced from the MGE game. The examples shown are only a selection of 869 VOs of different voices and characters (most are in the Meetings category).