Showreel - Technical Sound Design | Metasound, Wwise
This showreel presents my work in sound design and audio implementation for commercial games Darkflow, Mortal Void, and a game developed during the Melbourne Global Game Jam.
I implemented audio within Unreal Engine 5, utilizing a combination of Wwise and MetaSounds. All sound design was crafted in Nuendo, blending sounds from various libraries with original creations - such as the underwater audio layers, which I synthesized using a Virus synthesizer.
This showreel isn’t just about technical systems - it’s about how sound shapes a world. Every ambient sound, movement cue, and gameplay interaction was carefully designed by me to enhance immersion, ensuring that players don’t just hear the game - they feel it.
Featured Audio Systems
A Hoverboard That Feels Real
Riding a futuristic hoverboard isn’t just about speed - it’s about sensation. This fully interactive soundscape reacts dynamically to speed, height, and terrain, ensuring the hoverboard feels just as powerful as it looks:
Engine layers seamlessly transition between idle, 3 movement speeds, and turbo mode.
A turbo mode sound designed the Shepard Effect to create the illusion of infinite acceleration.
A terrain response layer compresses other sounds upon impact, making each bump and rough landing audible and tactile.
Built entirely within a single MetaSound Source, with an expanded Blueprint system feeding real-time parameters for smooth integration.
Weapons That Sound Unique Every Time
Gunfire should never feel repetitive. In Darkflow and Mortal Void, I designed a modular weapon system where every shot is slightly different:
Each audio layer is randomly selected from multiple wave variations, making every gunshot unique.
A single MetaSound system can dynamically handle single-shot, automatic fire, fire rate changes, and ammo depletion in real time.
Custom attenuation and reverb tails ensure gunfire remains sharp and powerful up close, while naturally fading into the environment at a distance.
Sound That Reacts to the World
In these games, the environment isn’t just seen - it’s heard.
In Darkflow I designed helmet occlusion and robotic voice filtering dynamically adjusted based on in-game conditions, immersing the player in different audio spaces.
Spaceships and moving objects feature Doppler-based pitch shifts, creating realistic movement effects as they pass.
In Mortal Void, approaching a waterfall doesn’t just make it louder - the sound itself gains detail, layering in additional frequencies for a richer, more textured experience.
A Living World Through Soundscape
To make the world feel alive without overloading the CPU, I used Soundscape to dynamically generate ambient sound layers:
A tram station filled with alien voices, footsteps, and background chatter that shifts as the player moves.
The rustling of unseen creatures and shifting rocks, suggesting movement just outside the player’s view.
Dialogue That Listens to the Player
Characters don’t just speak - they react. The dialogue system adapts to the player’s actions, changing based on gameplay achievements, mission progress, and combat states, making interactions feel more natural and responsive.