Sound Design for Interactive Media
Game Projects
Corpbread Espionage (working title) - Work In Progress project - 2022
About:
Project I'm currently working on with a team of 4. CBE is a stealth game set in an office complex. Currently handling prerequisite setup with placeholder SFX before assets and mechanics are implemented.
​
The progress video demonstrates:
-
Using Switches & Physical Materials.
-
RTPCs (used for handling perspective states etc)
-
Realtime processing - effects on perspective states e.g. distortion, pitch shifting and hi-pass.
-
AK Spatial Processing - using aux busses and reverbs.
​
Software used:​
-
Unreal Engine 4
-
Wwise
Box Man - Wwise Adaptive Soundtrack Demo - 2021
About:
This is a game I created in my third year at university. While it lacks in the visual department, it was intended to showcase my composition and audio implementation skills. I originally built an adaptive audio system in-engine utilising a timeline to handle the loop triggers however after some contemplation, I chose to overhaul the entire system and utilise Wwise for the audio implementation. This offered a lot more functionality - I was able to have the music low-pass while low HP, and have the music ending run off of a series of cues. The SFX are disabled in the video for the sake of hearing the music better.
​
Skills learnt:
-
Wwise music systems
-
Wwise RTPCs & built-in effects
​
Software used:
-
Reaper
-
Unreal Engine 4
-
Wwise
Crunch - 2020
About:
Crunch is a simple satrical game which takes a lighthearted jab at publishers who pressure studios to work overtime. It was designed and coded by my good friend Dan Fairchild. The soundtrack's drum beat was originally inspired by The Winstons - Amen Brother which had come on in my playlist one night. The soundtrack is sort of semi-dynamic in that it stops at the end of each bar and changes based on the win/loss conditions (i.e. if the Publisher reaches the computer, the music will stop at the next bar and transition into a short ending piece rather than abruptly stopping).
​
Team size: 2
​
My roles: sound designer, composer, voice actor
​
Skills learnt:​​
-
First time designing a semi-adaptive soundtrack system in Unreal 4.
-
First time voice acting for a game project.
-
Dialogue Editing.
-
Learnt how to utilise spatial audio and reverb volumes in-engine.
​
Equipment/Software used:
-
Reaper
-
Unreal Engine 4
-
Tascam DR-70D
Firefly - 2020
About:
Firefly was a university project which was part of a portfolio/industry research assessment. The brief stated that the game must be suitable for an NHS mobile app regarding mental health information that could be released to the public (although this unfortunately never materialised) hence the limited number of sounds. I used a combination of live recordings, foley and synthesis for this game.
​
Team size: 6
​
My roles: Sound Design, Composition & Implementation.
​
Skills learnt:
-
Recording and application of Foley technique.
-
Working to a live brief.
- Utilising and blending synthesized sounds.
-
Learnt fundamentals of programming dynamic audio relative to surfaces using physics materials in-engine.
-
Learnt how to compose and record soundtrack with a lo-fi style.
​
Equipment/Software used:
-
Reaper
-
Unreal Engine 4
-
Novation KS5
​