Some short gameplay of 3 different levels across three of the worlds. Ball rolling sounds are dynamic and velocity based, and switch out based on character customisation, and impact sounds are dynamic based on impact surface.

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

This was a really fun and engaging re-design, as I had to carefully consider the location, gameplay elements, stylistic cohesion, all alongside creating immersive and impactful weapon sound design. The sound for the FN FAL in this clip is actually an audio 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, and low-ammo clicks. It was also a fun challenge to keep my reaper project organised and easy to navigate, such that any person could investigate the project or make changes without needing a tutorial or document! Alternatively, I could have used Sub-Projects to trim down on the size of the project, which is a good option to consider in the future.

Recreating Rayman Mechanics in UE5 with custom audio design/implementation

Level music is a fairy council (Rayman 3 OST) recreation I orchestratedUnreal Engine 5.0.1

Technical Documentary for the project “MIC: Desperate Times”

Unreal Engine 5.0.1

An Independant Study on RPG Transitions using Wwise and Unreal Engine 4

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