Building Modular Systems: Character Audio Framework powered by UE5 and Wwise
As game programmers, we are often tempted (or forced) to make progress rapidly. This can lead to “quick and dirty” solutions that come back to haunt us in the form of bugs, performance issues, bad workflows for our colleagues, and code that’s difficult (or even impossible) to understand or work with.
In this session, I’ll talk about thinking in terms of systems rather than individual features, and how that can help us to avoid these problems.
We’ll look at some real-world examples of problems caused by short-term thinking and learn how systems could have helped. Afterwards I’ll demonstrate a tool that I’ve made following the principles of good system design: the Rev Rooms Character Audio Framework.
The goal of the session is to inspire programmers to raise the bar by learning how and when to build systems, as opposed to rushing to ‘ship it’ for every feature.