We're on the lookout for an audio programmer to join our team working on Warhammer: 40,000: Darktide.
Our current sound team for Darktide consists of chiefly three people. One of them is more of a technical sound designer. We have another sound designer. And the third guy who manages the team and focuses a lot of voiceovers.
The game we work on features sci-fi gunplay, hack-and-slash melee combat, and many callouts and voiceovers between the characters. The game is played in a first-person view, in varied environments - everything from cramped corridors to large, open spaces.
Mind you - it's ancient at this point, but you can get a feel for what we're going for in the second-to-second gameplay. The game releases next year, but there are quite a lot of tasks left for an audio programmer.
You would work in three areas - developing new audio-related features, working on optimization, and helping maintain the audio-related tools.
Audio features
Our in-house game engine handles all of the audio streaming, mixing, and playback using Wwise. Our engine also exposes a set of audio-related APIs to our gameplay scripting environment. We build many gameplay systems in Lua, and many of these systems touch audio in some way.
Darktide, as opposed to our previous game Vermintide, has far more gunplay. We want to modulate or attenuate the audio of our distant guns. Or add reverb depending on your surroundings. These are the kinds of features we need an audio programmer for.
Optimization
As you develop a game and push more and more content into it - you need to keep tabs on optimization. We need an experienced audio programmer to keep their eyes on this. Are our audio streams conflicting with our textures streams? Are we using the wrong compression settings for consoles?
Tools**
Stingray is our own engine, and we build and maintain our tools for almost everything. So the responsibility to keep our audio tools up to date falls on the tools department - but it is still handy to involve an audio programmer in our tools workflows. For example, to make sure we export our audio sources correctly. Also, to make sure the tools that manage our voiceovers keep us sane.
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Job unpublished on
26 October 2021
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