MICHAEL HIGGS
Chaos Physics Collisions - Audio System
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Demonstrating an audio system for chaos physics collisions to match debris falling from destructible buildings.
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Using the Impacter plugin in Wwise, a set of RTPCs for mass and momentum, and switch containers.
Action RPG - Sound Design & Implementation
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Sound design for all characters, weapons, spells, collectibles and ambiences.
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Implementation of dynamic footstep system using ray casting and switch containers for dirt, puddles and grassy patches.
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Cave ambience system uses random LFO shapes to adjust the volume of various layers to create infinite variety.
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Environmental sounds such as wind in the trees and fire sconces.
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Interactions for the collectibles such as potions and experience orbs.
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Animation notifies for weapons, character movements and spells.
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Use of RTPCs such as player health to bring in the sound of a heartbeat and heavy breathing when you are low on health.
Jetpack & Ambience System
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A detailed a jet pack and wind system that makes use of the players rotation, height and velocity RTPCs.
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Flyby sounds triggered using raycasts from the player to check nearby environmental scenery.
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Reverb zones using trigger boxes.
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An ambient music system based on the players height.
CS:GO - Virtual Arena
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Programmed GSI (Game State Integration) from live CS:GO matches to trigger events inside UE5.
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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.
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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 - Adventure Game
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A reaction and interaction system of audio cues based on the core gameplay mechanic of an inventory system.
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Implementing spatialised audio that uses multiple attenuation graphs on volume and filters.
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Utilising event switches for footstep surface types and changing music events.
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Setting up bus channels to better mix the volume levels of the other audio assets when there is dialogue playing.
Robot Platformer
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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.
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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.
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Reverb zones for open spaces, under carriageways and inner city triggered by box colliders.
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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.
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Collectible objects (e.g Time bonus) trigger post event functions through the use of blueprints.
LEGO Demo - Implementation
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Gameplay programming of collectibles, destructible LEGO objects, NPC Animations, NPC follower system, Doors.
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Footsteps, impact sounds, tagging animations with notifies for posting events and collectible interactions.
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Basic attenuation and light occlusion settings.