Hello and welcome to my site, have a listen and a look. Please get in touch if you would like to find out how I can enhance the audio experience of your next project!
RESCORE - Casual Game
I recreated all audio content for this casual game, with light and funtastical music which responds to key moments in the game, and sound effects of which most were designed from sounds found around the house and various vocalisations, supported with mangled library sounds when required...
The Ducks Bills Gameplay
So, nothing mind blowing in terms of audio :) But I was quite chuffed with how this project turned out considering the fact that I had no experience with UE4's audio blueprints prior to starting this game jam. All sounds and music were created and implemented during the 48hr jam and a lot of time was spent having to figure out how to do things! The background music is kinda nifty, I wrote a few different chunks of music, and each chunk featured 2 variations of each instrument layer (Piano, Bass, Pads etc.) I then designed a random music player blueprint that would randomly sequence the 5 "chunks" and each time a chunk was called, each instrument variation was randomly combined. This allows the music to last seemingly forever without hearing any significant loops!
The Ducky Devlog; how we made our game in 48 hours.
Greg's Soundcloud : https://soundcloud.com/greg-bedford-1/the-ducks-bills-main-theme Fan art, in order of appearance : Liliyavp : https://www.instagram.com/liliyavp/ Charlie : https://linktr.ee/charliemartinson RabidBat : https://www.instagram.com/the_rabidbat/ The Duck's Bills on itch : https://desktoy.itch.io/ducksbills Winner announcement / results page : https://itch.io/jam/sa-game-jam/topic/1037428/winners-announcement#post-2135842 Thanks so much for watching! And special thanks to my friends Jordan, Bjorn, Peter, Thomas and a bunch of others for keeping me company while I melted my brain making this :) Cheers!
Wwise/Unreal Basic FPS Audio
I spent some time practicing Wwise-Audio implementation within Unreal Engine, making use of their Blueprint systems. This is the result of Round 1, mainly focused in creating the necessary events and hooks. It may not sound like much, but there are some cool things going on: Footstep, Jump and Jump Land sounds were all created from 3 footstep samples. The projectile bounce and metal box bounce are making use of RTPCs linked to the velocity of the object, this transforms the sound accordingly when it only bounces a small amount. Music is dynamic and additional layers are added when the player is moving. Additionally, the music is made up of a number of different melodic and harmonic loops which are randomly played back, this allows for an exponential amount of variations before a player starts to hear the same combinations of loops. Ambient audio and basic spatialisation + reverb volumes finish things off. More polish and additional functionality to follow soon...
Sound Design in NI Battery
I wanted to get to know NI Battery a little better, so set myself the challenge of creating all the sound design for this video using nothing more. It was a lot of fun and I learnt you can create interesting sonic shapes using the pitch envelopes and built-in effects within the Battery interface.