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Taskmaster VR Main Image.jpg
Taskmaster Background Image.jpg

Taskmaster VR

Release Date: Released June 2024

 

Audio Role & Platform             

Sound Designer

Meta & Steam - Compatable with Oculus 2 & 3

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Background

At Draw & Code I had the privilege to work on Taskmaster VR which is the biggest project I have worked on to date, this was a great opportunity as I am a big fan of the show. This was also my first VR project and straight away noticed the way that VR can immerse a player and fully take you out of the real world. The sounds needed to fit a naturalistic style and also have some fun sounding elements to keep within the theme of the TV show.​
 

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Job Description and Responsibilities

This initially involved me working on creation of foley SFX for hundreds of objects that could be interacted with in the game, whilst delving into the world of spatial audio for the first time.

 

This was also my first game in the industry where I was able to develop my skills in Unity game engine. Here I was learning how to implement audio using the spatial audio tools and scripts. I then took on more responsibility throughout the project for the overall soundscape of the game.

 

This involved me working on the Dialogue editing and implementation for Greg Davies and Alex Horne’s voices (a real highlight of my career), Ambience SFX, Interactive Music, UI SFX, various SFX loops, mixing the game and adding reverbs for the different areas of the Taskmaster house and studio. For all of this I was implementing the audio into Unity and learnt how to use source control software Plastic SCM to commit my work to the game.

 

I worked closely with another audio designer, producers and game developers giving my insight as well as taking on feedback for the direction of audio.This was a very steep learning curve for me but alongside a very supportive team this project was released in June 2024 and I am proud of the way that the game sounds in a tight turnaround, especially as it was my first stint in spatial audio and VR games.

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