AGENTS OF MAYHEM: CHARACTERS

I did a lot of branding work on Agents Of Mayhem to help establish that universe as its own distinct reality. I paid particular attention to the agents; I wanted them to have their own unique audio styles so that every player would get a different experience depending on which agent(s) they played with.

We made a deliberate decision to not pursue accurate recreations of weapon audio and, instead, to focus more on the bombast and super-agent feel they’d bring to the game. So shotguns and rifles aren’t necessarily what you might hear in Battlefield game where realism is crucial to the experience. They’re more in line with what you’d hear in a typical Volition game with over-the-top destruction and a ridiculous narrative and characters.

 

AGENT: FORTUNE

• Footsteps and foley driven by velocity RTPC
• Granular synthesis weapon design (dual pistols)
• Granular synthesis weapon design (special gadget)

 

AGENT: JOHNNY GAT

• Melee audio design
• Weapon audio design (shotgun)
• Weapon audio design (uzi)

 

AGENT: JOULE

• Weapon audio design (energy-beam gun)

 

AGENT: YETI

• Footsteps and foley driven by velocity RTPC
• Melee audio design
• Special ability audio design

 

AGENT: RED CARD

• Footsteps and foley driven by velocity RTPC
• Weapon audio design (shotgun)
• Weapon audio design (rifle) with acoustics
• Special ability audio design

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