Our internal tools solve runtime challenges.They focus on behaviour, automation and system integrity.

BURRP
BURRP provides a set of common reusable fundamental tech exploited by the other Unreal Plugin modules.This is akin to the “engine” underlying all our other Unreal Plugin Modules. It provides a set of systems that improve things like performance, debugging in the dependent modules. It also ensures that disparate systems employ common solutions in a consistent way.

Pawn Cocktail
Pawn Cocktail's audio framework offers developers a unified approach to equipping characters with gameplay sounds in a quick and intuitive manner; allowing them to focus on audio fidelity, not audio functionality.
This is a robust architecture which allows a sort of modular drag and drop setup for gameplay audio on pawns. It is an idealized version of pawn audio code that would otherwise be re-implemented over and over on basically any game and is easily extensible for new pieces of functionality as well. The included footstep automation system also replaces the laborious and error-prone process of manually placing footstep notifications into animation sequences.
This is a robust architecture which allows a sort of modular drag and drop setup for gameplay audio on pawns. It is an idealized version of pawn audio code that would otherwise be re-implemented over and over on basically any game and is easily extensible for new pieces of functionality as well. The included footstep automation system also replaces the laborious and error-prone process of manually placing footstep notifications into animation sequences.

Tumbleweed
Tumbleweed will make sense of thousands of trees and buildings in your large worlds and free the designers from hand-placing ambient sounds with a simple workflow that scans and adapts to ever-changing biomes.
This system automates the laborious process of having to manually set up ambience volumes in maps. Instead, the user simply tags objects like trees and buildings, and these are then used to ‘bake’ an audio-map, which is then queried for the appropriate environmental audio playback.
This system automates the laborious process of having to manually set up ambience volumes in maps. Instead, the user simply tags objects like trees and buildings, and these are then used to ‘bake’ an audio-map, which is then queried for the appropriate environmental audio playback.

BURRP
Chatterbox's dialogue pipeline is the "glue" that joins up all the various tools and systems that touch or rely on dialogue and makes sure they're always in sync with one another; providing a complete end-to-end solution.
Dialogue systems are often complicated, expensive and fragile. This system provides an end-to-end overview of all the systems involved in your dialogue pipeline (e.g. localization, synchronized animation, subtitles, cue-sheets, audio source-files, lip-sync or mocap files, etc.), fully automating the process and removing any manual and error-prone human upkeep.
Dialogue systems are often complicated, expensive and fragile. This system provides an end-to-end overview of all the systems involved in your dialogue pipeline (e.g. localization, synchronized animation, subtitles, cue-sheets, audio source-files, lip-sync or mocap files, etc.), fully automating the process and removing any manual and error-prone human upkeep.

Services
Find out how we help teams solve the creative and technical challenges of audio in games.
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