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Procedural ambience in Unreal Engine 5 & Wwise

A procedural approach to ambience in Unreal Engine 5 using Wwise. In this environment, the sounds of birds, insects and leaves rustling in the wind are spawned based on player location and offline-stored vector data from foliage meshes. The environment is self-made using assets from the Unreal Marketplace.

Procedural Ambience Preview

Procedural Ambience Preview

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Procedural Ambience - Project Overview
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Acoustics Prediction System in Unreal Engine 5 & FMOD

Developed in UE5 and FMOD, the Acoustics Prediction System is designed as an alternative to the traditional method of placing reverb volumes. It uses offline-calculated trace data to determine reverb properties within the game’s world, similar to how lighting bakes work. Efficient data management ensures lifelike audio behaviour with minimal impact on performance.

Baked reverb system + occlusion and portalling preview
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Dynamic breathing system in
Deliver Us Mars (2023)

In Deliver Us Mars, developed using UE4 and FMOD, we opted for a dynamic breathing system that precisely transitions between various fatigue states. Ellise Chappell, who played our main character, recorded various breathing patterns, which we later edited and categorized by intensity.. In FMOD, these samples are played back based on a floating-point fatigue parameter that smoothly interpolates between different breathing rhythms.

My role was editing and processing the audio assets, as well as implementing assets in middleware and setting up the system in Unreal Engine 4.

Breathing system
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Advanced Footstep & Foley System in Unreal Engine 5 with MetaSound

Designed to provide a modular solution for footstep and foley sound effects, this easy-to-use component allows for different asset combinations and mix states per character. Footsteps, attributes and clothing sounds are easily set up in editor and can be adjusted during gameplay.

Foostep System Quick Overview
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Audio-driven Niagara system in Unreal Engine 5

Extraterrestris’ explores audio-driven particle behaviour in Unreal Engine 5. Particles are designed with Niagara, which receives data retrieved from frequency analysis. The environment is self-made using Megascans and Unreal Marketplace assets. Music is an ambient piece I composed a few years ago.

Extraterrestris: audio driven Niagara system

Extraterrestris: audio driven Niagara system

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