You also used Epic Online Services (EOS) for voice chat. How are you employing voice chat in Out of Time?
Wilson: In Out of Time, players can squad up with up to three other players. When a player joins a squad, they’re able to communicate with other squad members over voice chat.
Players can then coordinate on their loadouts ahead of the run and better communicate with each other during a run. Playing with voice chat also makes the game more exciting because you get to hear other players reacting to different situations.
Integrating EOS for voice chat was straightforward and fast for us. We were able to get an initial implementation working end to end very quickly.
What drove you to choose EOS for voice chat?
Wilson: Out of Time is built on top of the Unreal Engine, so it made it a logical choice for us to choose EOS for ease of implementation. EOS also provides visibility into voice chat usage information through the Dev Portal.
Any lessons learned from working with EOS that other devs should know?
Wilson: Overall, there were no surprises during development and the integration went as planned. One learning with EOS was that since we added it later in our development cycle and hadn’t mapped out our sandbox/deployment structure up front, we had to rethink our pipelines and backend environments to map to EOS deployments and sandbox workflow. Next time, we would map these components out ahead of time and use EGS and EOS for internal development from the beginning.