Wwise Karting
2025
After completing the Wwise online courses, I put what I had learned into practice.
I downloaded the Unity Learn Karting Microgame from the asset store, and then designed a custom race course to try and allow me to use all of the Wwise skills I had learned:
Different road materials -> Switches
Driving through a cave -> Aux Environments
Long crowd stands -> AkAmbient large mode
A huge jump, and a small jump -> Switch Container
3rd Person POV -> Ak Listener Distance Probe
Engine -> Blend Container
3 2 1 Go! -> Unity Timeline (like a cutscene)
Motor Design using Blend Containers (and an Engine Simulator)
The one thing I hadn’t considered when choosing the karting game was the actual kart itself. When I started looking into how car engines are designed for games, I got a little intimidated. But after running into this AudioKinetic article on loop-based design, I remembered watching this really cool video on a car engine simulator that not only simulated the engine, but the sound it made too! So I downloaded the program, I browsed the community-made engines for one that sounded the most like a go-kart, and I “drove” the virtual engine at different RPMs and loads to get all of my samples. After editing those into good-sounding loops, I placed them all into a Blend Container and went to town, tweaking the crossfades, pitches, low-pass automation, volume automation, etc. I think it turned out pretty cool.
Contextual Collisions using Game Parameters
In my map I had a huge jump, and then a little jump. At first I was using the same sound for both, but it sounded weird because off of the big jump the car was landing with so much force but was making such a weak sound. To solve this I sent the player’s vertical speed to Wwise as a game parameter, and then mapped that parameter to a switch. The switch allowed me to have a switch container where if the player speed was above a certain threshold, it would play the heavy collision sound. I also added a wind blowing sound that got louder as you fell, which was also tied to the speed game parameter. Hooray!
Since the focus of this project was practicing implementation, almost everything you hear is a sample under the Creative Commons 0 license.
The engine sounds, however, come from a simulator made by AngeTheGreat, and the engine preset I used is by mannz. A huge thanks to the both of them!
But I would also like to highlight the one thing that wasn’t a sample, the tire rolling sounds:
Cor Draconis
2025
A fantasy city-builder by WolverineSoft.
My role was SFX, dialogue, and implementation.
Sound Effects
With the UI SFX, I really wanted the player to feel like a character in the world. So each time you click on a building or menu, it feels like you are truly interacting with that object. For example, the tavern and smithy sound like doors opening, welcoming you into their respective spaces.
At the same time, I wanted to reinforce the “godliness” of the player, by making sure that if you clicked anywhere, it would make a sound. For example, each tree you click squishes and makes a little sound. This plays into that sense of control, as if you could reach out and tap the game world through the screen.
Dialogue
The dialogue was made by recording voice actors making syllable sounds—for example, “ka, ke, ko, ku”—and then processing and chopping those up. I separated them into passing syllables and emphasis syllables (drawing from the dialogue system implementation for Celeste). The longer syllables are drawn out and expressive in intonation, whereas the passing syllables are brief.
The dialogue is implemented such that it isn’t actually dependent on the scrolling of the text. Instead each syllable plays sequentially (with brief, random pauses in between) until the text stops running. This way the speaker sounds more natural and doesn’t change depending on what text scroll speed you set in the settings.
Defenders of the Dune
2024
A beach-themed RTS by WolverineSoft.
My role on the audio team was making SFX/ambience, mixing, and some of the audio implementation.
If you’d like to see the details of the project, check out my blog!
Carrion
2024 - Redesign
A complete redesign of a clip from Carrion, by Phobia Game Studios.
SFX, Creature, Foley, and Ambience.
The video is courtesy of Indie James.
Vapor World: Over The Mind
2024 - Redesign
A complete redesign of a clip from Vapor World: Over The Mind, by ALIVE Inc.
SFX, Character, Foley, and Ambience.
The video is courtesy of WildGamerSK.
Void Fishing
2024
Music/SFX for Void Fishing, made for the Michigame game jam.
Music
Not all of the SFX made it into the game, so feel free to check out everything I made here:
Orbs
2023
Each orb represents a granular synthesizer playing in Max MSP. The pitch/timbre of the synths is controlled by the physics of the orbs, controlled by Processing. And depending on which wall they hit, a different effect is added (delay, chorus, phaser, or flanger). If you press the "r" key, you activate the reverb that turns on when the orbs get close to each other. You can also use WASD to control the acceleration of the orbs.
2023
Weggle
The name comes from how it’s just the game Peggle but with weather. The sounds were made using Max MSP, and the visuals using Processing. The programs communicate with each other to make everything work.
The weather sounds are made using granular synthesis, while the bells are made using FM synthesis.