
Works
Teto – Breakdown
Teto – BreakdownCloseMy role on itThis is a breakdown of the Wwise project that I created in order to implement the sounds in the game. Teto is the result of a collaboration that I did between the Sound Design and the Game Design campus of the Vancouver Film School.
In this video I show how the Wwise project is structured and basically how the audio system behave within the game. We created all the sounds based on the two main states of the game (Light and Dark), based on that everything changes, from the music to the background sounds. We played a lot with the ambiences, creating them in surround in order to involve and immerse as much as possible the player in the world.
Dynamic Dialogue System
Dynamic Dialogue System – Wwise ProjectCloseMy role on itIn this video I present a project that I did as an example of a basic dynamic dialogue structure for a racing game.
I started recording the actor’s performance and subsequently I edited and processed all the recorded clips. Once completed, I implemented them in Wwise and created the dialogue structure to fit the required functionality. I divided the recorded clips in two main different locations and I processed the sounds differently according to the situations.
- VO Recording
- VO Editing
- Wwise Implementation
Teto: Outrun the Dark
Teto: Outrun the Dark – GameplayCloseMy role on itTeto: Outrun the dark, is a 3D third-person puzzle platformer for PC where you play as a light spirit trying to revive a dead world back to its former state. This game is developed by some students of the Game Design program at the Vancouver Film School.
My main role for this collaboration was to create the Sound Design, recording the Foley and the voices. I have been also part of the implementation between Wwise and the Unity Engine. I was responsible to lead a team of three other Sound Designers and I was the point of contact with the Programmers and the Game Designers. Creating the sounds for this game was fun and interesting, especially because it was something that I had never done before and it taught me a lot regarding how to better work with a team of developers.
- Sound Design
- Foley Artist and Recordist
- ADR Recordist
- Sound Editor
- Wwise Implementation
City Soundscape
City Soundscape – Wwise projectCloseMy role on itThis video shows a project that I did on Wwise in which I created a soundscape of a city that changes over time.
For this project I recorded the assets needed for creating a soundscape of a city, such as cars-bys, different traffic recordings, rain and thunder. Afterwards I implemented those sounds in Wwise and structured them accordingly to the appropriate behaviours using RTPC.
- Sound Recordist
- Wwise Implementation
Random Music Machine
Random Music Machine – Max MSP PatchCloseMy role on itThis Max MSP Patch is an interactive virtual music machine. It allows the user to change all the parameters and create their own saveable presets. It also includes a button to randomize all the instruments and parameters.
I created this patch with the intent of creating a random music generator that contains various musicians with different type of randomisations. Furthermore I added the possibility to change different parameters like pitch, scale, volume, tempo, type of instrument, …