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ChaosPhysicsCollisionBreakdown
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Chaos Physics Collisions - Audio System

  • Demonstrating an audio system for chaos physics collisions to match debris falling from destructible buildings.

  • Using the Impacter plugin in Wwise, a set of RTPCs for mass and momentum, and switch containers.

Action RPG
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Action RPG - Sound Design & Implementation

  • Sound design for all characters, weapons, spells, collectibles and ambiences. 

  • Implementation of dynamic footstep system using ray casting and switch containers for dirt, puddles and grassy patches.

  • Cave ambience system uses random LFO shapes to adjust the volume of various layers to create infinite variety.

  • Environmental sounds such as wind in the trees and fire sconces.

  • Interactions for the collectibles such as potions and experience orbs.

  • Animation notifies for weapons, character movements and spells.

  • Use of RTPCs such as player health to bring in the sound of a heartbeat and heavy breathing when you are low on health.

UE4 Jetpack & Ambience
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Jetpack & Ambience System

  • A detailed a jet pack and wind system that makes use of the players rotation, height and velocity RTPCs.

  • Flyby sounds triggered using raycasts from the player to check nearby environmental scenery.

  • Reverb zones using trigger boxes.

  • An ambient music system based on the players height.

UE5-CSGO Virtual Arena
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CS:GO - Virtual Arena

  • Programmed GSI (Game State Integration) from live CS:GO matches to trigger events inside UE5.

  • Dynamic crowd system that responds to the live game state, e.g. if a team wins a round the side of the stadium supporting them cheers.  

  • Setting up a node.js server to grab the data from CS:GO and then outputting the relevant information via a websocket to UE5

Point & Click Unity Game
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Point & Click - Adventure Game

  • A reaction and interaction system of audio cues based on the core gameplay mechanic of an inventory system.

  • Implementing spatialised audio that uses multiple attenuation graphs on volume and filters.

  • Utilising event switches for footstep surface types and changing music events.

  • Setting up bus channels to better mix the volume levels of the other audio assets when there is dialogue playing.

Robot Unreal Platformer
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Robot Platformer

  • RTPCs for the players in-game height above ground controls a series of blend containers within Wwise that allow the ambience to transition from street level to the sound of the wind above the tallest buildings.

  • Footstep system is based on blueprints calling for a set state function that changes the surface material sound, triggered by box colliders placed throughout the level.

  • Reverb zones for open spaces, under carriageways and inner city triggered by box colliders.

  • To maximize resource management, all repeated ambiences such as street fires and burst water pipes use the same respective source file with a randomized seek value. This also prevents any phase issues when there are two of the same sound sources within earshot.

  • Collectible objects (e.g Time bonus) trigger post event functions through the use of blueprints.

Wwise & Unreal LEGO Demo
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LEGO Demo - Implementation

  • Gameplay programming of collectibles, destructible LEGO objects, NPC Animations, NPC follower system, Doors.

  • Footsteps, impact sounds, tagging animations with notifies for posting events and collectible interactions.

  • Basic attenuation and light occlusion settings.

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