
Clay Beats
Capstone Project
Unreal 5 /Wwise
Responsibilities:
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Audio asset list creation
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Sound sesign/asset creation
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Wwise project setup
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Implementation through Wwise and Unreal
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Audio system design
Coming Spring 2025
Developed by Shatter Studios
Team size: 34

Wwise Reverb Plugin Application
Unreal 5
Thompson Hall, a music hall at the University of Utah, struggles with excessive reverb. While a professor proposed adding curtains to solve this, the budget was denied. To explore this solution, I used Unreal Engine and Wwise to simulate the acoustic impact of the curtains, calculating reflections and reverb volume. This project provides a cost-effective way to analyze potential improvements to the hall's acoustics.
I attempted to create a ray-casting system in Unreal and Wwise to replicate the reverb system from The Legend of Zelda.
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When I realized it was beyond my current skill set, I explored an alternative—the Wwise Reflect Plugin.
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This project was incredibly enjoyable to develop, and with guidance from my professor, Dr. Michael Cottle, I had the opportunity to study a music hall and even work with its original construction blueprints.
Key Takeaways:
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Video game engines are versatile tools for physical modeling.
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Ray-casting is resource-intensive, in most scenarios, convolution reverb or baked-in reverb like Blizzard did for Overwatch. is way more practical.
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As my first audio system project, it provided invaluable insights into system planning and design, and became incredibly heolpful as I work on building a dynamic breathing system.

Tiny Sheriff
Capstone Project
Unity
Just a heads-up: The sounds in this video aren't mine—my work is still in progress. This is just to showcase the gameplay mechanics!
Responsibilities:
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Audio asset list creation
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Sound sesign/asset creation
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Audio system Design
Coming Spring 2025
Developed by Rotgut Games LLC
Team size: 37

Dynamic Breathing System
Wwise/Unreal
In developing... Should be out before Feb 2025

I intergrated Wwise with Advanced Locomotion System V4. As the foundation of this audio system. The core features I'm developing are:
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Building an energy system that handles: energy depletion, energy increase/recovery.
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Adjust breathing volume, intensity. Using blend container or switch container, with cross fade and FXs within Wwise.
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Seperate inhale/exhale for a better control, randomize space between inhale/exhale to increase realism.
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Play random pauses at max breathing intensity.
I used input action to get input from player, and creates custom function to handle stamina decrease/increase, these will also be used to post AK event for Wwise.

