Rain Drummer
UE5 and Wwise Motion Demo Level
Rain Drummer is a demo level I made myself using Unreal Engine 5 with assets from the Unreal Marketplace. The audio implementation for the demo uses Wwise. I was inspired by the Wwise Motion implementation of games such as Ratchet and Clank: Rift Apart and sought to create an experience that would utilize Wwise Motion and controller vibration to increase the player’s immersion. The level also includes a dynamic wind system. Both of these systems can be seen in the demonstration videos above.
Halo 5: Guardians
Cinematic Sound Redesign
A sound redesign of a Halo 5: Guardians cinematic.
Drone Swarm
UE5 and Wwise First-Person Shooter Demo Level
Drone Swarm is a short game that originally began as a Gamedev.TV course project but I expanded upon into much more. The first person shooter was created in Unreal Engine 5 with audio implementation in Wwise. The demo features many different audio implementation techniques, including a dynamic breathing and stress system, a numbered enemy communication system and common features such as footstep material switches.
Elder Scrolls Online
Cinematic Sound Redesign
A sound redesign of a selection from The Elder Scrolls Online: 2022 Cinematic Teaser.
Monster Hunter World
Cinematic Sound Redesign
No Man’s Sky
A sound redesign of a selection from a Monster Hunter World cinematic.
Gameplay Sound Redesign
A sound redesign of Hello Games’ No Man’s Sky.
Wild West Tactics
Unity and Wwise External Source Dialogue Manager
Wild West Tactics is a showcase of a Dialogue Manager that I created exclusively using Wwise External sources in Unity. My goal was to create a dialogue manager that was streamlined and scalable for large projects. All of the game’s dialogue plays through a single Wwise event utilizing external sources, with all of the logic handled in-engine. The dialogue manager includes line randomization and a line priority system using Wwise callbacks and coroutines. It also includes dynamic callouts and scalable line sequencing.