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Implementation Showreel

This showreel demonstrates some of my implementation work while at Edinburgh Napier from the Advanced Interactive Audio Module and on my Professional Internship module.


Project Description:

This video is split into three 1-minute segments each using a different audio engine to implement sound into a Unity games engine project.

Project 1 Unity 3D Game Kit 
This Project was a collaboration with Modestas Skadeilis in which we attempted to produce all the sounds for a game using only audio created at runtime using a combination of Wwise and Pure Data.
Play the Level Here:

Project 2 Jupiter Art Land VR
The Jupiter Art Land Vr project utilised entirely self recorded assets and uses the Unity audioSource engine.

Project 3 Spaceship
The spaceship level similar to my Internship (inspired by this project) attempted to create sounds for a sci-fi spaceship level using only computer generated sound.

Technical Description: 

Project 1 Unity 3D Game Kit 
The project was made possible by breaking the game level down into segments and deviding the work between ourselves, I worked mainly on ambience sounds like wind and player interaction sounds (breaking boxes, jumping, objective chimes) while Modestas worked on enemy and boss sounds. To implement we utilised the Heavy Compiler Collection a toolset which allows the conversion of Pure Data patches into Wwise plugins. This gave us much greater control over audio location and easy RTPC control through the AkSoundEngine calls compared to using a wrapper like LibPD. We collaborated through GitHub and greatly enjoyed this project.

Project 2 Jupiter Art Land VR
The Jupiter Art Land VR project utilised entirely self recorded assets and uses the Unity audioSource engine. This project features a segment of the full version of this application and has been designed in a game like way. It task the user with finding variants of the hub world theme in some of the areas of Jupiter Art Land. Each of these use the same base track but apply processing within Unity through the use of exposed parameters. It also features many invisible gaze hotspots that trigger when the user looks in a certain direction.  

Project 3 Spaceship
The spaceship level utilised Pure Data patches within the LibPD wrapper to allow for audio produced at run time. In order to make this more interesting I added impact sounds to all surfaces and created a unusual procedural music/ambience meant to put the player on edge. I also created buzzing light tones and added more to the map outside the spaceship than was in the provided level.

Project Images:




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