1. Prototype period: audio planning, style design, audio system construction; 2. Mass production period: functional design, resource mass production, customized development of audio tools; 3. Test period: dynamic game mixing, audio performance checking, audio quality control; 4. Operation and maintenance period: version management, resource maintenance, market video production, brand promotion, etc.
1. Dolby Atmos production of audio resources such as movies, music, and games; 2. Multi-platform spatial audio technology solutions (PC, Xbox, PlayStation, Mobile); 3. Resource planning and production in various specifications: DolbyAtmos (7.1.4), Ambisonic (3D), Surround (5.1 & 7.1), Quad (4.0), Stereo (2.0), Mono, LFE.
1. Undertake design support for half-package and full-package audio projects; 3. Have the ability to support large-scale resource production and style control, including MUS, VO, SFX, AMB, FOLEY, etc. 3. Have experience in developing medium and large projects with Unity, Unreal and other engines, and can provide technical solutions and communication assistance for game engines, audio middleware, etc.;