A self-developed game scene in Unreal with Blueprints audio implementation
A self-developed game built in Unity (implementation in FMOD)
Narrated video explaining wind implementation
Gatherer is a game I built in Unity using FMOD middleware to implement the sounds. All the sounds were recorded and implemented by me bar one or two library sounds which are Iayered in with my own.
The dialogue was performed by actor Linda Ekman -
A self-developed game in Unreal with Blueprints audio implementation
Highlights from Rock Racer
Narrated video explaining engine implementation
Rock Racer is a game I built in UE4. All the sounds were recorded, designed and implemented by myself directly into Blueprints. I try to avoid using library whenever possible so I made the buggy engine from my recordings of a chainsaw and a transit van.
Credit goes to Fabian at NeoX for creating the environment for the game -
Occlusion, Tinnitus and Reverb Tails
Implementation techniques in UE4 using FMOD
Occlusion, varying reverb tails and tinnitus demonstration
A narrated explanation
This is a demonstration of adaptive grenade explosion characteristics in UE4. All sounds were created and implemented by me. The grenade explosion was made using recordings of hitting a tub, ripping paper, fire and clanging metal.
Sound redesign and implementation with Unity and Wwise
30 second playthrough
Narrated video explaining sound design and implementation
Survival Shooter is a demo game that is available on the Unity store and there is an FMOD tutorial video explaining implementation techniques using FMOD. I wanted to challenge myself to redesign the sound for the game and implement all the sound using Wwise instead of FMOD.