Game Audio Implementation Portfolio

Interactive Mixer Prototype As part of an attempt to further game audio for my final masters project I created an interactive mixer prototype. The aim of the prototype was to demonstrate that there is a need for interactive mixing in games and that its inclusion can enhance the immersion, emotion and interactivity of a game. The mixer was designed around the idea that anyone who was familiar with a hardware or software mixer could produce a mix for a game. This would open the doors of game audio for external post production mixers to come and mix games.

Video Promo Produced For Showcase (music by Miike Snow)

Link To Interactive Mixer Prototype download and support site: InteractiveMixing.ning.com

The Mixer Features;

  • A snapshot mixer that can change effects and mixer levels instantly and over time.
  • Effects that can be modified by real-time game parameters.
  • A ducking system separate from the mixer snapshot system.
  • An UI that is accessible to anyone familiar with standard hardware and software mixers.
  • A priority system that can handle the call of several snapshot mixes at the same time and install the one with the highest priority.

Downloads

 

Unreal 3 Level with Interactive Music Mod This is an Unreal 3 level designed to be played as a single player linear level. Most of the level is interactive all the machines can be turned on and off bumping into things will cause collision sounds. I was unhappy with the standard music system in unreal so i created a new one specifically for this level in kismet. I created the level at the beginning of 2008 when there wasn't much documentation on the audio sytsem in Unreal 3. As part of experimenting with the audio system to keep track I wrote a small tutorial on how the audio system worked. I made this available online on the unreal forums so that there was a basic audio reference. Video Walkthrough

Downloads

 

Unreal 3 Tunnel Level The aim I set myself this task was to create a room ambience out of sounds that totalled less than 450k and a .upk file less than X3 that. All the sounds used in the level have been converted to mono EQ’ed to smooth the sample conversion and then using the nyquist theory the sample rate was reduced to reduce the file size. Another method of reducing the file size is to compress the wave by one half then in the editor play the file back at half size this effectively halves the file size. I have had to make several compromises for the small file sizes used this has meant that some of the sound quality has been compromised and there are very few sounds over 8khz leaving the room feeling a bit dulled.

To keep the .upk small I sacrificed some control in kismet by only having five .cues, I was still able to make audio systems in kismet but the approach was very different. By not having a cue for each sound you save about 6-10kb this might not sound like much but if you have 35 sounds this can save up to 350K. Instead of creating the system in kismet I created the system in the sound cue. Video Walkthrough

Downloads

 

Wwise Implementation This example Wwise implementation contains examples of a dynamic ambience, car engine and some interactive music.

Video Demonstration

 

 

Starwars Podracer Engine Prototype This Max/MSP patch is an engine prototype for a Star Wars Pod Racer Style game. I Created the patch and all the sound design associated with it. (Requires Xbox 360 Controller or Equivalent)

Video Demonstration of the Pod Racer Engine Prototype

 

Downloads

 

Simon AES 2009 Memory Game "Simon" was created for an Audio Engineering Society conference in 2009. the mini-game was placed at the end of a "Sound Design In Games" Lecture presented at AES 2009. The whole game audio tutorial is now available online. The game is based on the 80's classic memory game, the player has to repeat a sequence of flashing lights generated by the game logic. the player shoots the coloured squares to enter the sequence. AES Simon Video Demonstration

 

Downloads

 

What's So Special About Interactive Audio? This is a report on the roles of interactive audio in modern games and a discussion on techniques for using audio in games. It contains a folder of video and audio examples to supplement the report.

Download Here (499mb)