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Clay Beats
Capstone Project
Unreal 5 /Wwise

Responsibilities:

  • Audio asset list creation

  • Sound sesign/asset creation

  • Wwise project setup

  • Implementation through Wwise and Unreal

  • Audio system design

Coming Spring 2025

Developed by Shatter Studios

Team size: 34

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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:

  • 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.

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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:

  • Audio asset list creation

  • Sound sesign/asset creation

  • Audio system Design

Coming Spring 2025

Developed by Rotgut Games LLC

Team size: 37

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Dynamic Breathing System
Wwise/Unreal

In developing... Should be out before Feb 2025

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I intergrated Wwise with  Advanced Locomotion System V4. As the foundation of this audio system. The core features I'm developing are:

  1. Building an energy system that handles: energy depletion, energy increase/recovery.

  2. Adjust breathing volume, intensity. Using blend container or switch container, with cross fade and FXs within Wwise. 

  3. Seperate inhale/exhale for a better control, randomize space between inhale/exhale to increase realism.

  4. 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.

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