Development Highlights
Project Motor Racing (2025) - Straight4 Studios
Technical Audio Designer, Junior Audio Designer
Below are a few high-level breakdowns of features I particularly enjoyed working on
LMDh ICE / MGU Hybrid system
The systems driving motor audio for hybrid vehicles are a significant feature I owned and shipped whist working on Project Motor Racing in 2025.
Work included co-operating with the physics department to setup telemetry streams to drive audio behaviour, designing a state machine to handle vehicle “engine” states,
authoring audio unit XMLs and data structures to drive behaviour with real-time parameters and designing electric motor audio from combination of recorded and synthesised elements.
Work on this feature required rapid prototyping for proof-of-concept and iterative refactoring as both requirements and physics data pipelines evolved throughout production.
This was something I worked on fairly early on in my time at Straight4, and served as a valuable learning experience for both my technical skills and my confidence working
inter-departmentally on deliverables I was responsible for completing.
Tyre-surface blending, transitions & haptic feedback
I contributed significantly to the tyre-surface audio system, focusing on surface blending, dynamic transitions, and cross-departmental pipeline alignment.
My work centred on designing transition behaviour for loose materials like gravel, covering both subtle on/off surface entries and high-impact audio layers
for hitting raised kerbs and aggressive rumble strips.
Beyond setting up general content and behaviour data for tyre surfaces, I acted as a primary coordinator between track art and physics to ensure a unified
tagging convention for consistent physics material types across all tracks.
I also spent a significant amount of time authoring and tuning audio haptics for both gamepad and wheel inputs, as well as working alongside our audio programmer
to implement Dual-sense SDK support for PS5 haptics. These haptics aid both immersion and awareness for track boundary surfaces, wheel lock-slip-peel, and engine rev limiters.
The engine limiters utilised my asset assignment tool to re-use shared limiter assets between cars from a range of percussive impulse-type samples, designed
to suit different engine types and ages. These assets were then used as a sidechain input for a fast attack FET compressor on the main engine audio bus,
then mixed low post-send to create that distinct staccato characteristic expected when accelerating into a hard engine rev limiter.
Vehicle audio setup tooling
TO DO...