For my final project and dissertation, I researched how a player's soundscape can influence their perception of the game's narrative. I made a detective game that would have dynamic audio aiming on tricking the player to believe the wrong suspects had committed the murder.
Genre: Audio-based Research Project
Engine/Software: Unity, WWise, Reaper
Team Size: 1 (Solo Project)
Duration: December 2019 - May 2020
Platform: PC
Role(s) and Responsibilities
This entire project was carried out solely by myself. All Models, Textures, lines of code, audio ext. were designed, created and polished by myself.
This project gave me a massive insight into time management with projects and working to a high standard. Working on all disciplines from scratch on the project taught me valuable lessons in each field and gave me a deeper understanding of how each of those disciplines works.
This project was my first team project in my master's course. We were given hard deadlines and we were treated like a professional studio. This gave me a lot of experience on how to handle team dynamics and issues within a group setting. Winging It was a puzzle game where you take control of a moth trying to make it home. You use sound to distract enemies and traverse through the terrain.
Genre: Action/Adventure, Puzzle
Engine/Software: Unity, WWise, Reaper
Team Size: 7
Duration: September 2021 - January 2021
Platform: PC
Role(s) and Responsibilities
Audio Designer - For this project, I had a focus on audio design. All audio was designed, recorded and mixed by myself. I integrated Wwise into the project and programmed the audio triggers myself also.
Level Designer - I also worked on the level design for the game, creating the tutorial level. The level was designed by myself and all three levels were implemented into unity by myself.
For my audio modules in 3rd year, we had to record, edit and mix audio for a game which had already been generated. We were tasked to create SFX, Foley, dialogue and music for the game and implement it using WWise and Unity.
Genre: First Person Puzzle Game
Engine/Software: Unity, WWise, Reaper
Team Size: 1 (Solo Project)
Duration: September 2019 - December 2019
Platform: PC
Role(s) and Responsibilities
Audio Design - Before I started recording I played through the game with no audio and decided the game would be set in a cave. I created a spreadsheet for my audio design to plan out how I wanted each piece of audio to sound and how it was going to be implemented.
Recording - I recorded each Foley sound in a recording studio with proper miking techniques, narration was also done in the studio and the background music was composed of Foley sounds coming together to make a coherent piece of music.
Editing - All of my editing was done in Reaper itself. I used a wide array of plugins to add the effects I needed to generate the required sounds.
Mixing - Initial mixing was done in Reaper however I used Wwise to override some of the levels when I was implementing the audio in certain sections of the game.
Audio Implementation - To implement the audio into the Unity project I used Wwise. I created switches to change the footstep sounds and had adaptive narration so the dialogue would change depending on how quickly the player solved the puzzle. I integrated the WWise project into Unity and set up the triggers to change the reverb and levels of the sound depending on where the player was.
In 2nd year, we were tasked to work in a multidisciplinary team to create a game of our choosing. We chose to make a fighting game where the player would use the environment to kill their opponents instead of weapons. Below I have included the feature showcase of the finished project that is available on YouTube.
Genre: Fighting Game
Engine: Unity
Team Size: 6
Duration: January 2019 - May 2019
Platform: PC
Role(s) and Responsibilities
Audio Designer - All Foley, SFX and background music was recorded, edited and mixed by me.
Game Designer - I worked on the combat mechanics and the environmental trap designs. I also worked on a mechanic which would rotate the entire level however due to time restraints this was ultimately scrapped from the final product.
Level Designer - During development I worked on a level which would completely rotate (see above), so it had to be playable from each 90-degree angle.
During my 2nd year at university, I completed a module on 3D modelling and grey boxing. I used a wide array of software to generate a small 3D room with objects fully grey boxed.
Engine/Software: Maya
Team Size: 1 (Solo Project)
Duration: September 2018 - December 2018
Platform: PC
Role(s) and Responsibilities
3D Modelling - For the 3D models I used Maya to generate both high and low Polly assets depending on their importance in the scene. I had a variety of objects that I had to generate and then placed them in a scene in Maya so I could take rendered shots from different angles.