MPSE Wavelength

Winter 2022

Issue link: https://digital.copcomm.com/i/1436283

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m ot ion p ictu re s o u n d e d i to r s I 65 could run dialogue as much as we were running sound for the game because it was becoming huge. BS: Yeah, they were getting bigger. There was that much more stuff that had to be right. Leilani came highly recommended from everyone I ever talked to, and she was very capable and a sweet woman. It was a no- brainer. PK: And she is still there today! She's my senior manager of dialogue at PlayStation now. Uncharted 4 was a huge challenge for us. We took all the systems that Jonathan built and then appropriated them in certain ways to work more intelligently in an Uncharted space because we weren't making a horror game. We took a lot of the work done for indoor and outdoor audio and changed our gun system for that. We also had IR reverb, which was the first time we ever had that in our games. We worked with the tools and tech team at Sony, and we were able to double the amount of IR verbs that we could get into the game, to almost 20 at a time. Consistent, like 20 IR verbs of up to Drake returns for action in Uncharted 4: A Thief's End. Drake and Sam drive toward a mountain in Uncharted 4: A Thief's End.

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