During my time at Virtuos Paris, I worked on this project, whose core idea was to create a faithful remaster of the original game. To achieve this, we kept the original game engine running under the hood while Unreal Engine handled mostly graphics and physics, and the original engine managed overall logic and data. A large part of the project involved creating tools and processes to import and convert data from the original game into Unreal Engine 5, so the Tool Team played a crucial role. I had the opportunity to work on various aspects of the game and take ownership of some parts. I was responsible for designing and implementing a system that allowed artists to modify the original game's data through Unreal Engine by "pairing" edits made in Unreal and translating them into the original game's format. This was a great opportunity to gain confidence in diving deep into a large codebase, as I had to understand both the original engine and Unreal Engine. Another task I particularly enjoyed was creating an algorithm to automatically generate sound occlusion volumes for the Wwise sound engine, ensuring the volumes were as simple as possible for performance while remaining accurate to make the sound more natural.