Showreel - UE5 + Wwise
I have made a complete Zombie Survival FPS game from scratch in Unreal Engine 5. To gain a better understanding of the game engine and blueprints I set up further elements and gameplay mechanics:
- The playable FPS character from scratch with animations, weapons and effects;
- A Zombie AI that chases player and does damage;
- HUD, Damage, Character Health, Automatic Fire, Ammo Packs;
- Game modes with a complete game scenario.
Next, I made a detailed list of audio elements required to make my game sounds. I designed these sounds using various libraries and my recordings, layering and modulating them to deliver the most engaging and compelling effect for the player.
All audio editing was done in Avid Pro Tools. I also used plugins from Izotop, FabFilter, and Waves to create more interesting and appropriate sounds.
To implement my audio, I integrated Wwise into the Unreal Engine 5 and used blueprints. I used both methods to demonstrate different approaches to audio implementation.
An example of this is the way I arranged different ways of setting up footsteps audio. The Zombie has notified events on his foot attached to the animation. That event triggered audio from Wwise. But the Player’s footsteps sound is being called if the Player Character is changing X and Y position in the world and with particular frequency.