The culmination of my self-directed six month game-audio intensive. In February 2021, I had never used Unity or Wwise. Ten months later, I’d signed my first contract in games to work with Relic Entertainment on an in-development title.
The brief sizzle reel above showcases aspects of my process learning to implement sound design with Wwise in a Unity title, the Wwise Adventure Game. Some highlights for me were editing the Evil Spit Plant Unity script to create a “Spawn” Event that previously did not exist; creating a “grumbling” forest via another new Event attached to the Evil Crawler; and attaching unique ID’s to seven crystals within the Crystal Cave environment so that as the player destroys the crystals as part of the main quest, the Cave - previously rich with a complex harmonious chord - is reduced to a single melancholic drone. The overwhelming majority of audio was created with my own, personally recorded library of sounds and sounds I recorded for the purpose of this demo.
For a better sense of the complexity of the environments (such as my morning/afternoon/evening blend container of birds that includes my traveling, East-Van inspired crows), I encourage you to click the images below which will link you to some longer sound walks.