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Video Game Audio Design

Examples of my work relating to creating interactive video games through effective sound design can be seen here. These examples demonstrate my ability to work productively within game engines and audio middleware.

Video Games: Services

Investigation on the Level of Player Engagement Regarding Sound Design in Video Games

This project compares a recorded auditory environment compared to a computer generated environment for creating an interactive game through audio by comparing. This was tested against the level of player engagement to give evidence to the appropriate method of sound design for FPS games. The process to creating these game scenes will utilise Wwise and Pure Data to integrate the procedural audio into the game while using Wwise audio middleware to integrate the recorded audio assets.

Viking Village: Interactive Audio Design

This project is a re-designed idea of my 'Robot Labs' game where the player can explore the environment in search of items, in this case being swords. Viking Village has improved elements in the game which consists of three different surface terrains (Dirt, Wood and Stone) that changes with the players orientation. 

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Additional elements in this game include reverb zones inside of the blacksmith's house to simulate being indoors as well as scripted dialogue events from the goblin character which establishes the main quest for the player. 

Game Audio Showreel

This video illustrates my current skill set when creating audio for video games. This required skills, such as scripting events for the audio assets to function while also being able to edit audio files to create a balanced mix before implementing in the Unity game engine.

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Included Scenes:

Forest Environment (Adventure Game)

Space Shooter (Mobile Shooter)

Police Quest (Pursuit Game)

Robot Labs (Adventure Game)

Interactive Audio Demonstration

This video gives an in-depth explanation on how I created each audio element in the audio middleware 'Wwise'. This includes the events created to switch the different terrain samples and how the music interacted with the players input to the game. In this video I also describe the scripts I created to track the players point total throughout the level.

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This game allows the player to explore the laboratory environment to collect coins that add to the players point total.

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