Dominio
Game Development
Perfil de habilidad
Audio engines (FMOD, Wwise), 3D audio, audio DSP, music systems
Roles
6
donde aparece esta habilidad
Niveles
5
ruta de crecimiento estructurada
Requisitos obligatorios
10
los otros 20 opcionales
Game Development
Game Programming
17/3/2026
Selecciona tu nivel actual y compara las expectativas.
La tabla muestra cómo crece la profundidad desde Junior hasta Principal.
| Rol | Obligatorio | Descripción |
|---|---|---|
| AR/VR Developer | Obligatorio | Sets up basic audio in Unity/Unreal: AudioSource, sound effects. Understands 3D sound and its parameters (rolloff, spatial blend). Uses Audio Mixer for sound management. |
| Game Designer | Understands the role of sound in creating game feel and player experience. Describes audio requirements in GDD: sound effects, ambient, musical themes. Sets up basic audio systems in Unity/Unreal: triggers, volume control, spatial audio for 3D environments. | |
| Game QA Engineer | Tests basic game audio: SFX playback, music, voice lines. Finds bugs: missing sounds, clipping, incorrect volume, non-working audio triggers. | |
| Unity Developer | Integrates audio in Unity projects: AudioSource, AudioClip, AudioMixer. Configures 3D sound with distance attenuation. Manages music and sound effects through a simple Audio Manager. | |
| Unreal Engine Developer | Integrates audio in Unreal: Sound Cues, Sound Classes, Attenuation Settings. Configures 3D sound with distance attenuation and spatialization. Understands Audio Volumes and Reverb Effects. | |
| XR Unity Developer | Obligatorio | Configures audio in Unity XR: AudioSource with Spatial Blend, Audio Mixer. Understands 3D sound and its importance for VR immersion. Uses Audio Listener on VR camera. |
| Rol | Obligatorio | Descripción |
|---|---|---|
| AR/VR Developer | Obligatorio | Implements spatial audio for VR/AR using FMOD / Wwise. Configures HRTF for realistic 3D sound. Works with ambisonics format. Optimizes audio consumption for mobile VR. |
| Game Designer | Designs sound design for game systems: adaptive music, dynamic mixing, procedural audio triggers. Works with FMOD/Wwise to create interactive soundscapes. Configures audio layers for different gameplay states: exploration, combat, cutscene. | |
| Game QA Engineer | Systematically tests audio systems: 3D spatialization, occlusion, reverb zones, dynamic mixing. Checks audio middleware (Wwise, FMOD) for correct parameters and transitions. | |
| Unity Developer | Develops audio systems in Unity: dynamic music, adaptive audio via AudioMixer snapshots, FMOD/Wwise integration. Optimizes audio memory: streaming, compression, audio pooling for mobile platforms. | |
| Unreal Engine Developer | Develops audio systems in Unreal: Wwise/FMOD integration, MetaSounds for procedural audio, Sound Concurrency for voice management. Optimizes audio streaming and memory. | |
| XR Unity Developer | Obligatorio | Implements spatial audio for VR through Unity Audio Spatializer / Meta XR Audio SDK. Configures HRTF for realistic 3D sound. Integrates FMOD/Wwise for advanced audio. |
| Rol | Obligatorio | Descripción |
|---|---|---|
| AR/VR Developer | Obligatorio | Architects audio systems for XR projects. Develops dynamic audio systems based on spatial context. Optimizes spatial audio for various XR devices. Integrates audio occlusion and reverb zones. |
| Game Designer | Designs comprehensive audio system for the game project: sound design pipeline, adaptive soundtrack, procedural audio generation. Defines audio budget and optimizes performance. Creates audio direction document describing the sound palette for all game systems. | |
| Game QA Engineer | Designs audio QA strategy: automated audio validation (silence detection, clipping detection), adaptive music system testing, platform-specific audio compliance. | |
| Unity Developer | Designs audio system architecture for large Unity projects: middleware selection (FMOD vs Wwise), procedural audio, spatial audio for VR. Optimizes audio threading and voice management. | |
| Unreal Engine Developer | Designs audio architecture for AAA Unreal projects: middleware selection, audio occlusion system, spatial audio for 3D environments. Develops custom audio solutions. | |
| XR Unity Developer | Obligatorio | Designs audio system for XR project. Implements audio occlusion and reverb based on scene geometry. Optimizes audio for mobile VR. Develops dynamic audio based on spatial context. |
| Rol | Obligatorio | Descripción |
|---|---|---|
| AR/VR Developer | Obligatorio | Defines the audio strategy for the VR/AR product. Coordinates work between sound designers and programmers. Establishes audio quality standards for XR. |
| Game Designer | Defines audio strategy for the project: middleware selection (FMOD/Wwise), pipeline from recording to integration, quality standards. Coordinates sound designer and game designer work to create immersive audio experience. Establishes audio style guide for the studio. | |
| Game QA Engineer | Defines audio QA standards for the studio. Implements automated audio regression testing, establishes audio compliance checklist for platform certification (Dolby Atmos, 3D Audio). | |
| Unity Developer | Defines audio pipeline strategy for Unity studio. Establishes audio budget, middleware standards. Coordinates sound designers and programmers for effective audio workflow. | |
| Unreal Engine Developer | Defines audio pipeline strategy for the Unreal studio. Establishes audio middleware standards, voice budget. Coordinates sound designers and audio programmers. | |
| XR Unity Developer | Obligatorio | Defines audio strategy for XR product. Coordinates work with sound designers. Establishes audio quality standards. |
| Rol | Obligatorio | Descripción |
|---|---|---|
| AR/VR Developer | Obligatorio | Shapes the audio strategy for the company's XR ecosystem. Evaluates new spatial audio technologies. Defines audio standards for immersive experiences. |
| Game Designer | Shapes sound design vision at the studio level: technology strategy, audio tool investments, R&D directions. Evaluates new technologies: spatial audio for VR, AI-generated music, haptic feedback integration. Defines the studio's audio identity. | |
| Game QA Engineer | Shapes enterprise audio QA methodology. Defines audio testing standards across different platforms and audio technologies, integrates audio QA into production pipeline. | |
| Unity Developer | Defines audio strategy at studio level. Evaluates new audio technologies (Project Acoustics, Resonance Audio). Builds cross-project audio asset library. | |
| Unreal Engine Developer | Defines audio technology strategy for the studio. Evaluates emerging audio tech (Project Acoustics, Resonance). Shapes cross-project audio framework. | |
| XR Unity Developer | Obligatorio | Shapes audio strategy for XR ecosystem. Evaluates new spatial audio solutions. Defines immersive audio standards. |