Kyon - 2017
Sound Design, Audio Implementation, Dialogue Recording, Foley
Placed in Best Gameplay in the Intel University Game Showcase at GDC 2017
Worked within a team of game developers and another great sound designer, my good friend Tom, to design and implement sounds. Recorded multiple Foley sessions and worked with voice actors to create an immersive sound environment. Added random containers, pitch modulation and delays to create a unique experience every time the game is played.
More about the game can be found here!
Sound Design, Audio Implementation, Dialogue Recording, Foley
Placed in Best Gameplay in the Intel University Game Showcase at GDC 2017
Worked within a team of game developers and another great sound designer, my good friend Tom, to design and implement sounds. Recorded multiple Foley sessions and worked with voice actors to create an immersive sound environment. Added random containers, pitch modulation and delays to create a unique experience every time the game is played.
More about the game can be found here!
Tagging Animations for Sound in Unreal
Created randomized sound cues for multiple character's foley and voice over lines in Unreal and mapped them to their respective animations. These tags were later replaced with Wwise notifies, and voice lines were easily replaced when needed by exchanging the sounds in the cues.
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Using BP's to Create Physics-Based Sound Design
In the game, there is a section where randomly generated rocks fall from a random height. I didn't want to just throw in a simple rockfall sound, so, through the use of blueprints, I got the falling velocity of each rock and mapped it to a randomized sound cue of rocks falling at different speeds.
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Collection of all the torch foley in the game.
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All of the recorded voice lines.
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The music used for the trailer.