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Wake Up Devlog Final Weeks

  • Writer: Tristan Atkinson
    Tristan Atkinson
  • Apr 19
  • 2 min read

By this point in time, putting my focus primarily on ‘Wake Up' for the first term was catching up with me- I had to dedicate a lot of time to my dissertation and Portfolio Projects. This meant that I did not have the time I allotted to work on additional modelling and animations. This was upsetting to me, as the Player models and animations were very much not up to snuff, and impacted the feel of the Game in a decidedly negative way.


If I could start this educational year again- I would make sure to more steadily work on my other assignments during the entire time, to avoid piling up the workload in the latter months, which has thrown off my sprint plan by a decent amount.

Luckily, the mechanics and systems were implemented by this time- and implementing the Audio would not be nearly as time-consuming as modelling and animation.


My partner did the composition / sound design, and Wwise setup- and Implemented the Wwise events and states in Unreal Engine.

A big benefit to using Wwise is that I have been able to use some interactive audio in Wake Up. In Combat encounters, the instrumentation of the background music changes based on whether or not there are enemies spawned. This was easily implemented through the begin play of the base enemy class incrementing an integer in the Audio Player, which checks if said int is greater than 0 and changes the state accordingly (Inverse of enemy death).

The version of the track for when there are enemies has electric guitar and more percussive instrumentation- making it more energetic and intense.

White the implementation in Blueprints was simple- Wwise itself was not. Along with the solution file; a Windows 11 update near the end of development caused the Wwise project itself to open an error message and close itself upon being opened.

To rectify this, we had to upgrade the Wwise project to a more recent version of Wwise, which luckily worked without issue. Having Github set up was comforting in this situation, as it meant that I would always be able to revert to a previous commit if this caused any major issues with the project.


                                                                                                                             Next Week

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