First Person Sci-Fi - University Project
Using the Unreal Engine, I was provided with a pre-built level and tasked with designing and implementing every single sound from scratch. Certain sounds had to be capable of looping due to them being tied to animations/time based events and others were static. Every sound is placed in 3D space and uses volume attenuation to apply correct panning and volume automation relative to the player's position. I also composed an ambient adaptive soundtrack using FMOD and audio stems from Ableton Live that change intensity level depending on the player's position, in addition to randomising audio layers in the soundtrack itself so each loop is varied.
Software: Ableton Live, Unreal Engine
Middleware: FMOD
Soul: City - Epic Games
Using the Unreal Engine, I designed and implemented every sound to create an immersive experience in which the player can freely explore the environment, within the level's bounds. To include variation in my sound design, I utilised the sound cue node system provided by the Unreal Engine. This allowed me to randomise sound effects, modulate the pitch, volume and frequency at which they playback. Every sound is placed in 3D space and uses volume attenuation to apply correct panning and volume automation relative to the player's position.
Software: Ableton Live, Unreal Engine
Soul: Cave - Epic Games
Using the Unreal Engine, I designed and implemented every sound to create an immersive experience in which the player can freely explore the environment, within the level's bounds. To include variation in my sound design, I utilised the sound cue node system provided by the Unreal Engine. This allowed me to randomise sound effects, modulate the pitch, volume and frequency at which they playback. Every sound is placed in 3D space and uses volume attenuation to apply correct panning and volume automation relative to the player's position.
Software: Ableton Live, Unreal Engine