Sons of Ragnar [Folktales Digital] - VR Game

In this project, I worked as the main Sound Designer. Previous Sound Designer (Aurelie Moiroud) created music and voiceovers recordings, where I re-edited and re-mixed the latter. I reworked audio with new recordings and sound design. To my duties also belonged audio implementation: collecting and throwing objects from/at different surfaces, crow craw intensity based on player's position, surround thunderstorm are the main highlights.


Advanced Audio Implementation for Sci-Fi Game [UE4 Blueprints]

Realistic, acoustically correct sound design was the main purpose of this project. To make advanced audio implementation I went beyond the scope of audio by learning BP, level design, AI, animation system and basic C++ programming. Understanding other game development departments minimize my dependence on programmers in making advanced audio implementation.

Sound Design & Implementation for 2D Game [Wwise and Unity] (WIP)

A mix of styles: cheesy rubber duck squeak jumping sound for a player, dark atmospheric ambience, sci-fi abilities and fantasy sounds for other objects.

Game developed from scratch: programming, art, animation, sound design, and music were all done by me.


Daytime based Ambience System for 2.5D Game [Unity & WWISE]

I was assigned to a team as a sound designer to create and implement SFX and music within 14 weeks.
I took a trip to a Lighthouse location to record ambiences for different: times of a day, weather conditions and distance from the sea. Then in Wwise, I created an ambience system audio changes during the daytime (time parameter) and on a distance of a Player Character to a sea (beach).

I also volunteered to do the intro video sequence where the player is introduced to the backstory (written by me). I created a few images which later were sequenced in a video editor and noise filter (besides adding a retro style to the image) was used to mask the static images.

Procedural Audio in a 3D Game [PureData + Unity]

Real-time synthesizer as a tool to unlock new areas in-game. The player has access to synth's GUI as an object in-game world. All sounds are generated in real-time. Background music uses a Stochastic model of randomness to generate sequences.
Sound cues are changing following the day/night cycle.
Game developed by me. 3D assets from Unity Asset Store (Free)




Sound Design & Implementation for Horror Game (GameJam 2018) [UE4]

[Video review starts at 27:30]
Game Jam Project.
Team of 5 people from every corner of the world: UK, India, and the USA.
It's a Horror game created within one week: An abandoned train station full of mutant rats.

The game is available at https://gamejolt.com/games/VerminScourge/340485

Real-time sound synthesis in UE4 (TB303 Acid Emulation)

Test of a new UE4 Modular Synth - real-time synthesizer.
For this test GUI with sliders has been made to easily manipulate sound directly in the game. Clock Custom Event and new Table asset serve as the sequencer.


Project is available at:

https://gamejolt.com/games/modularsynth/462068


Synaesthesia (Honours Project)
[UE4 + FMOD]

Abstract:

Synaesthesia is a neurological condition where stimulation of one sense triggers stimulation of the other sense. One type, auditory-visual synaesthesia is characterized by the subjective sensation of sight (images, colours) stimulated by the sound stimuli. Condition is well known but unexplored thoroughly and many questions are still unanswered to this day. The aim of this project is to develop a video game with audio-visual puzzles based on a review of a variety of peer-reviewed books, academic journals and scientific research about synaesthesia and surveys carried out on synaesthetes, test it on on-synaesthetes and draw a conclusion based on the survey if correlation between sound stimuli and visual concurrent is reserved only for synaesthetes or those correlations are common for everyone. This dissertation will cover what synaesthesia phenomenon is in greater detail, describe the process of the game development and will draw a conclusion based on the video game testing and survey results on participants that are not affected by the synaesthesia phenomenon.

Interactive Web Audio App

[Javascript, p5 + Tone.js]

The first module is 'beatbox player' a granular synthesizer that plays 3 audio loops (drums, bass, brass). Pitch parameter is controlled by Microphone Input and any signal source can work as a career: voice, knocking whistling, hitting... even a dog can be a controller (barking). The result is the Glitch Sound Effect. Other parameters are controlled on the screen: Speed, Grain Size and Overlap.

When the mouse is clicked and dragged around the screen then LowPass Filter is activated. Mouse position determines Cut Off and Amount of Filter.
The second module is made from 3 components:

- When clicked on a cigarette - synthesized noise is played
- When clicked on the left tooth - AM synthesis is played (every click = different random sound)
- When clicked on the right tooth - FM synthesis is played. The tooth can be moved around the screen. Horizontal and vertical mouse movements change two parameters of the sound.

Artwork: Face; 'Matula' is a character from comic books created by me in primary school.

ReDub

Mass Effect 3 [ReDub]

Re-dubbed Mass Effect 3 (BioWare Games). Mission: Geth Dreadnought.
Weapon sounds (shooting, reloading), ambient noise and electronic sound effects were synthesized from scratch (no presets). Footsteps recorded in the studio.

* Mass Effect 3 is produced by BioWare and published by Electronic Arts

Warframe Teaser [ReDub]

Re-dubbed Warframe (Digital Extremes) The Sacrifice teaser.
All the sounds were recorded at home and then edited and layered in DAW: wardrobe door sliding (falling items crushing on rocks), kitchen knife (sword), small rocks collected from the forest (small falling rocks) and even my voice (background whisper). Additional background music was written to add depth and a feeling of mystery.
* Warframe is produced and published by Digital Extremes

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