This is my redesign of Unity's
3D Game Kit. I removed all existing audio from the game and created my own
sound effects and music, which I implemented using Wwise and C#.
All sound effects that you hear in this demo were recorded /
synthesised and edited by me, with the exception of a few ambience
recordings, which were sourced from free libraries.
I also composed and programmed an adaptive soundtrack to complement
the action of the game. For example, the battle music is set up to
introduce more instrumental layers depending on how many enemies are
pursuing the player, naturally increasing the intensity.
Game Projects
Trigger Witch
Credits: Music
Trigger Witch is a 2D twin-stick shooter adventure game set in
a fantasy world where magic has been made obsolete by
firearms.
I composed the soundtrack for the game, which reacts
dynamically when the player enters combat.
Reorientation Week is a first person puzzle platformer based
around the manipulating gravity.
I created a dynamically evolving soundtrack for the game which
reacts to the player's actions. I also designed the sound
effects and implemented audio with FMOD.
A procedurally generated sandbox which the player is able to
freely explore and reshape.
I designed the game's sound effects and implemented them using
FMOD and C#. I created a variety of dynamic audio systems to
make the world more immersive. One such system detects when
the player is in a cave, and reacts by occluding outdoor
ambience and applying reverb to the game's soundscape.
Interactive experiences exploring the interplay of sound and visuals
GameBeing
An installation which generates music and visuals in response
to users' motions. Sound is generated by sending MIDI data to
a GameBoy Advance. Various parameters of the MIDI data are
controlled by data received from an XBox Kinect.
A musical playground created in Unity. The user throws bouncy
musical balls around in a room. As they collide into the walls
and each other, they emit various tones.
The experience uses head-related transfer function (HRTF) to
simulate realistic 3D sound.