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.



+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








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.