~Technical Audio~

I am the responsible for all audio design/technical audio & music on an Indie Game using Unity and Wwise.

+Dynamic, layered surface impact and movement sounds, responding to player velocity.
+Movement and impact sounds are dynamic, derived from player customisation options.
+Each world has a unique soundscape that creates an immersive player experience.
+Optimised using voice priority and virtual voicing to avoid overload.
+Hierarchy is organised for smooth and modular workflow, so adding sounds for a new world is easy.


Sound Re-Design for Far Cry 6 (with Wwise Example)

+Carefully considered the location and gameplay elements for stylistic cohesion
+Immersive and impactful weapon sound design.
+The sound for the FN FAL in this clip is an export of the weapon fire event being played in Wwise, simulating how it would sound when implemented in-engine, including:
>bullet casings falling on multiple surface types
>low-ammo clicks.
>Randomised pitch variation

+Could have used Sub-Projects to trim down on the size of the project

Using UE5 to practice audio integration using blueprints

Level music is a fairy council (Rayman 3 OST) recreation I orchestrated Made with Unreal Engine 5.0.1

Technical Documentary for the project “MIC: Desperate Times” (University Final Major)

Unreal Engine 5.0.1

An Independant Study on RPG Transitions using Wwise and Unreal Engine 4 (University Project)

Unreal Engine 4.26

Example of Creating and Implementing Dynamic Audio with Unity Engine C# and Wwise

Wind will play at varying strengths based on the player’s velocity.
Sounds are Grouped and Mixed
The velocity hook uses a simple SetRTPC, parsing in the current velocity of the player.
Multiple Soundbanks to lower strain on version control bandwidth, and on other users when pulling the latest version.
The collision sounds are generated dynamically without collision box registration, instead, this script will recognise velocity changes past a threshold float and parse in the velocity change as a GameSync that Wwise reads, playing the sound through the BallHitSound blend contatiner, and all the impact variations contained within the random containers.

Star Citizen Vertical Slice Project

This is the technical audio document I created for the Vertical Slice project. It explains what assets I used, as well as some details accompanying them, as well as having a large portion on technical audio implementation. In this document I use examples from a fresh Unreal Engine 4 project, combined with examples detailing how I implemented audio inside the student game “Tsenkher”. The aim of this technical document was to describe how the sounds showcased in the vertical slice would be implemented in-engine during development.

EsCrypt Unity Game

The Unity Game I built from scratch using only C# – Unity 2021.2.9f1
Recreational re-creation of the Blind Maze system in Fmod