Audio Scripting Demo
Using Unity's Built-In Audio Engine
Examples of 3D SFX and music synced to gameplay using Unity's stock audio engine. I created and scripted everything in the projects shown in this video.
Generative Music Demo
Made with Pure Data (Pd)
An exploration of melody that manipulates parameters like rhythm, tempo, and range of pitches.
Schemes: Saigo no Kaado
Unity/C# & Audiokinetic Wwise
The main challenge of this game was calling voice lines based on what card the character played, what card their opponent played, and who played their card first. It also calls voice events in a way that they cannot overlap each other and the entire voice line system can visually be followed by anyone on the team. I'm planning to make a video of it if I can get access to the school's repo back, because I have since graduated.
Custom C++ engine & Audiokinetic Wwise
Includes seamless music transitions based on proximity to islands and characters, and dialogue events follow naming conventions that make implementation very simple. I worked with a programmer to implement the adaptive music and work out various bugs.
Custom C++ engine & FMOD Studio
Features highly adaptive level music based on six game parameters. I implemented most of the SFX myself.