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.
Additional features not shown in video: 1) Delay timers on location state changes prevent the player from exploiting the music system. Rapidly moving between areas does not trigger a state change — the system waits to confirm the player has committed to a new area before transitioning. 2) All music loops are authored from library stems directly within Wwise, allowing for arrangement iteration without round-tripping back to a DAW.
Endless Realities (Permanent Installation at Moco London)
High-traffic permanent museum installation piece. Soundscape and tonal design, implemented a 6.1 channel immersive playback system and mixed audio for this specific room. This video is a reel I made to show some of the visuals with an excerpt of a section of sound I created for it.
Scoring Sample (Project Blue Book, History Channel) - Composing and score production
Planetary Colony - Environmental Sound Design & Implementation
Diablo IV Cinematic Sound Re-design
Re-design of a recent Diablo IV cinematic.
All sounds hand-authored by me and then brought into engine. I used the native Unreal audio implementation rather than middleware, utilizing blueprints & metasounds for custom emitters and generation systems. Some examples of these custom systems are quad ambiences that stay world-locked, and pump machines which have multiple stages of generation (hisses, upstrokes, downstrokes, boom, etc), allowing for small but important timing, pitch, and layer variation as well as layer-specific distance attenuation curves. I also used metasounds for the dynamic footstep system which generates a line trace to detect the ground’s physical material and could be easily expanded to include character foley as well as to implement additional layers of variability / material combinatoriality.
Exodus Cinematic Sound Re-design (Secret Level)
Re-design of a section of the Exodus episode of Secret Level.