● As the sole audio person, I composed all the music, designed all the SFX, and implemented them using Unity's native sound system
● Recorded many folley sounds for the SFX in the game, like weapon sounds, footsteps, and voice acting
● Thoroughly tested the sound effects to make sure that they weren't annoying and effectively communicated game situations in an online setting
To the right is an example of the spatialized baseball audio and zombie voices for Zombie Rush. The full version of the game can be found here: https://charliethecoder.itch.io/zombie-rush
This game was a smaller scale for audio side specifically, but I had a lot of time recording a lot of the sound effects. Practically every thing you can hear in this game is self recorded or composed, which is a fact I am very proud of. This is also my first time using Unity's native Audio system, including it's mixer and and spatialization. If there was anything I would like to improve in this game, it's the fine tuning of those two systems. Because I was working on Late Night at Uni at the same time, that took a little bit of my attention away from this game. The result is, in my opinion, some sloppy volume choices and unnatural sounding roll off for the spatialization.