Hunter’s Arena: Unreal Audio Prototype

ProjectS

Newest to Oldest


This project was built as a hands-on exploration of Unreal Engine with a focus on interactive sound design. I implemented player-driven VO, contextual effort reactions, weapon-based audio triggers, and concurrency rules to control overlap and pacing. The goal wasn’t visual polish, but learning how sound systems actually behave in-engine—from Blueprint logic and input handling to packaging and deployment. This prototype reflects my process of learning Unreal by building real audio interactions, not isolated sound assets.

Breakout: Game Audio Institute Nov ‘25

Breakout Game – Audio Integration & Sound Design
This project focused on developing and integrating custom audio for a breakout-style game using Unity. The goal was to create a cohesive soundscape that matched the retro visual style, requiring both sound design and implementation work. The hardest part was defining the genre and mood of the music, ultimately leading to a retro 8-bit aesthetic that complemented the gameplay. I used Soundly to source specific effects, Adobe Audition for separation, processing, and mastering, and then linked all audio elements in Unity for in-engine playback. Final deliverables were mixed to the correct sample rate and bit depth, ensuring compatibility and optimized performance within Unity’s audio pipeline.

2D Weapon Effects — Sound Design Study

Designing sound for 2D weapon effects is about giving flat visuals physical impact and rhythm. The goal was to build believable energy for animated slashes, impacts, and bursts while keeping each sound stylized enough to match the animation’s visual exaggeration.

Working in Pro Tools, I layered synthetic transients, metallic textures, and low-end sweeteners to create weight and presence, then shaped timing to match frame-by-frame motion. Each effect had to cut through visually busy sequences without crowding the mix — meaning EQ sculpting and dynamic control were as important as creative layering.

The result is a focused study in transient design, timing precision, and stylized realism, turning brief visual cues into tactile, kinetic moments that feel alive on screen.

You're Caught Up!

〰️

You're Caught Up! 〰️

SmallFires: A Sound Design Project

is a very short first-person experience about isolation, sound, and the spaces between movement.

(Use headphones for the best experience.)

WalkThrough Here: https://youtu.be/GeE-h-GbPCY?si=PEUo-d_UegGL6e9N

Day and Night (FMOD + Unity)

Built in Unity and implemented using FMOD, the prototype uses a time parameter to control environmental audio, allowing the soundscape to gradually transition between day and night. As the in-game time shifts, different ambience layers fade in and out to reflect the changing atmosphere of the world. Daytime environments feature lighter, more active ambience, while nighttime introduces darker, more subdued textures.

The goal of this project was to explore parameter-driven audio implementation and demonstrate how game audio systems can react dynamically to environmental variables rather than relying on static loops.

Key Features

  • Time-driven day/night ambience system

  • FMOD parameter-based audio transitions

  • Built in Unity

  • Created as part of the Game Audio Institute curriculum

Ribit_Run_Redux (FMOD+Unreal)

Frogger-Style Audio Prototype

This small prototype is inspired by classic Frogger-style gameplay, where the player navigates hazards and moving obstacles to reach the goal. The project was built in Unreal Engine using Blueprints and focuses on interactive audio implementation with FMOD.

FMOD parameters and triggers are integrated through Blueprints to drive responsive sound effects and gameplay feedback. Player movement, interactions, and environmental events trigger audio in real time, demonstrating how middleware can be connected to gameplay systems without traditional code.

Created as part of a Game Audio Institute project, this prototype explores how FMOD events, parameters, and Blueprint triggers can be used to build dynamic and responsive game audio within Unreal Engine.

Virus Shooter (wwise+Unity)

A 2.5D shooter vertical slice built to showcase Wwise + Unity integration and real-time audio systems.

The project highlights:

  • Event-based audio triggering (weapons, movement, UI)

  • RTPC-driven variation and responsiveness

  • State and Switch systems for contextual audio (surface types, gameplay states, and logic control)

  • SoundBank management and implementation workflows

  • Gameplay-synced audio feedback tied directly to player actions

This project focuses on clean middleware integration, system scalability, and reliable in-engine behavior.