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.



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.








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.