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Jon Lloyd

  • work
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Game Sound Work

Diablo IV Cinematic Sound Re-design

Sci-Fi Colony Implementation

All sounds hand-authored. Built with Unreal's native audio system using Blueprints and MetaSounds for custom emitters and generative systems. Includes world-locked quad ambiences, multi-stage procedural pump machines with per-layer distance attenuation, and a dynamic footstep system using line traces for physical material detection.

Exodus Cinematic Sound Re-design

Wwise / Unreal music implementation sample

Full music implementation built in Wwise and Unreal Engine using Blueprints. The system is fully state-driven, tracking player location and game state to select music dynamically. Music transitions utilize custom cue points, transition segments, and crossfades to create smooth, natural shifts between exploration, combat, and victory states. Combat intensity is driven by an RTPC tied to enemy proximity, fading in additional stems as danger increases. The system also handles scripted one-shot cues that temporarily suppress the interactive music system for narrative moments like establishing shots.

 

Character sound design

Gait and attack combos for a sword demon.