Júlia Serra

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Hi, I’m Júlia Serra, and I have been the lead programmer at Shadow Wizard Games under the development of Alien: Nemesis. I’m also an Undergraduate student of Videogame Design and Development at Centre de la Imatge i Tecnologia Multimedia in Barcelona.


Background

About Me

I have always been interested in technology, music and art, which lead me to start investigating about game development. Throughout my degree, I have focused on programming in C++, but also other programming languages, such as Python, JavaScript and C#.

I had never led a team bigger than 3 or 4 people, and that is why I was looking forward to this experience, since it’s a role I’m interested in, and I wanted to learn how to manage the responsibilities that leading a team includes. Overall, this has been a great experience and has taught me about leadership and teamwork, as well as improved my programming skills.


Project Overview

For this project, my contribution was on a lot of different areas around the coding departments work & implementation, as I was the lead for the code department.

Main Tasks

Leading and Organizing

As a lead, I ran numerous meetings during the week to check how we were processing, made adjustments to the plan and assignments and provided any helped needed. Furthermore, I had to evaluate the members of the programming team, as well as provide information to the other departments regarding the engine and the game and communication between producer or the product owners (teachers).

Basic Engine

We started the project with TheOneEngine as the base, developed by Arnau Jiménez, Héctor Báscones and I. The engine provided the essential features and the audio module.

Audio Module

Implementation of the audio module, developed for the engine before the start of the project. The audio module supports the following game object components:

  • Audio Source for each object that required an audio emitter
  • Audio Listener to be able to hear the SFX and tracks
  • The module features switches and states to change the tracks when needed, as well as the implementation of functions to adjust volume, play and stop the tracks. The module uses the Wwise library.

    Wwise

    Implementation and programming of audio in Wwise to program SFX, music and voice over in game. Blends between tracks, change of SFX and ambient tracks depending on the state of the player (explore or combat) and adjusting volume.

    Audio Manager

    Implementation of audio manager, in order to manage the functions from the audio engine, as well as positions of each audio object generated by Wwise.

    Audio

    Implementation of audios of the game (SFX, Music and Voice Acting).

    Scripts

    Implementation of the audio source and other audio elements (switches, events, states) and animations as interfaces in the Scripting Engine, as C# interfaces, as well as helping with the behaviors of player and enemies.

    Voice Acting

    Voice acting for the Camp leader, Amira Palmer.