
Benjamin Mace developed and integrated a comprehensive audio system for the DiamondProjectTeam03 repository, focusing on immersive in-game soundscapes across multiple gameplay elements. Over three months, he architected and implemented Wwise-powered audio pipelines, establishing actor-mixer hierarchies, event-driven sound playback, and scalable sound banks. Using Unreal Engine, Wwise, and UnrealScript, Benjamin delivered features such as dynamic voice/dialogue integration, environmental state-managed audio, and expanded combat and UI sound effects. His work enabled consistent, event-responsive audio feedback and improved player immersion, while laying a robust foundation for future asset expansion and QA. The depth of integration demonstrated strong cross-disciplinary engineering and design skills.

June 2025 performance summary for DiamondProjectTeam03. Focused on delivering a cohesive audio system across voice/dialogue, environmental audio, combat SFX, and music/UI, driving immersion, feedback, and reliability. Key outcomes include expanded voice/dialogue assets and integration; door/elevator/sarcophagus state management and hub audio group; expanded enemy/weapon SFX with new hit/reaction sounds and projectile/turret assets; and enhanced music/backstage/UI audio with arena tracks, 3D spatialization, and improved UI SFX balance. These efforts culminated in a more consistent audio experience, improved player feedback during combat and exploration, and a scalable audio architecture to support future feature work.
June 2025 performance summary for DiamondProjectTeam03. Focused on delivering a cohesive audio system across voice/dialogue, environmental audio, combat SFX, and music/UI, driving immersion, feedback, and reliability. Key outcomes include expanded voice/dialogue assets and integration; door/elevator/sarcophagus state management and hub audio group; expanded enemy/weapon SFX with new hit/reaction sounds and projectile/turret assets; and enhanced music/backstage/UI audio with arena tracks, 3D spatialization, and improved UI SFX balance. These efforts culminated in a more consistent audio experience, improved player feedback during combat and exploration, and a scalable audio architecture to support future feature work.
May 2025: Focused on delivering high-value audio enhancements for DiamondProjectTeam03 by consolidating Wwise-powered sounds across weapons, pickups, arming cues, no-ammo cues, and ambient pads. Updated the Wwise Actor-Mixer Hierarchy, added new assets and events, and integrated placeholders to ensure cohesive audio cues. This work improves player immersion, supports QA readiness, and demonstrates strong collaboration with audio and game systems teams. Technologies demonstrated include Wwise integration, Unreal Engine asset wiring, and version-controlled audio workflow.
May 2025: Focused on delivering high-value audio enhancements for DiamondProjectTeam03 by consolidating Wwise-powered sounds across weapons, pickups, arming cues, no-ammo cues, and ambient pads. Updated the Wwise Actor-Mixer Hierarchy, added new assets and events, and integrated placeholders to ensure cohesive audio cues. This work improves player immersion, supports QA readiness, and demonstrates strong collaboration with audio and game systems teams. Technologies demonstrated include Wwise integration, Unreal Engine asset wiring, and version-controlled audio workflow.
Consolidated April 2025: Implemented Wwise Audio Assets Integration for DiamondProjectTeam03, enabling in-game audio for enemies (FOES_Invisible, FOES_Tourelle), player actions (MC), and UI. Established Wwise project structure (actor-mixer hierarchies, events, sound banks) and wired in corresponding audio files. This delivers the foundational audio design pipeline and supports event-driven sound playback across gameplay and UI, aligning with project milestones.
Consolidated April 2025: Implemented Wwise Audio Assets Integration for DiamondProjectTeam03, enabling in-game audio for enemies (FOES_Invisible, FOES_Tourelle), player actions (MC), and UI. Established Wwise project structure (actor-mixer hierarchies, events, sound banks) and wired in corresponding audio files. This delivers the foundational audio design pipeline and supports event-driven sound playback across gameplay and UI, aligning with project milestones.
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