My role on this project was mixing and implementing all of the audio assets given to me. The only thing outside of my work was the music implementation and metasound data as well as the implementation of the footsteps within game.
Soul Cave
Soul Cave is a map given to students for the express purpose of audio demonstration. With this in mind, I wanted to stand out and create a soundscape that felt natural. Everything you see has a sound, from the glow sticks on the ground to the wind high above the cave. I implemented each sound using Unreal Engine's metasound system, and linked those metasounds into sound cues for more customization.
Each audio asset has an attenuation, including the footsteps. Using phsyical materials, the footsteps change depending on the player's location. With an additional attenuation asset attached to each footstep metasound asset, the reverb changes depending on how close or far the walls are.
Nocturnal Nuisances
Nocturnal Nuisances is a 3D platformer following the story of a disabled bat named Batolomew who cannot fly. Batolomew is in training to be a Cave Ranger and must go on a quest to save individual mice lost in the cave while simultaneously avoiding the salamanders that lurk in the dark.
For the soundscape, I wanted to cave ambience that felt both natural and spooky. Since the game's artstyle is very cute, the ambience has water, wind that isn't too low, and light lo-fi music I designed.
The Tower
The Tower is a project that explores the Tower tarot card, a card that is known as the harbinger of destruction and intense change. I feel as though this card does not deserve the fear it brings. This project allows the player to walk through the card, through the village at the base of the looming tower and listen to what once was. The player is meant to put together the story through disjointed and spatialized sounds.
The audio assets are tied to a particle system that reads and moves in time with the waveform of said audio assets. The system itself was difficult to put together, and is still a side project of mine.
Witch's Meadow
As the precursor to The Tower, and my first time creating particle systems, I spent a lot of time researching metasounds, implementation within Unreal, and how particle systems work exactly.