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.