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Game Audio/Sound Design Showreel

A collection of 4 Sound Redesigns made by myself over the past few years. These feature a mix of original foley sounds, synthesis and careful layering/processing of sounds from sample libraries when needed for specific sounds. My goal with my redesigns is to not only recreate the important aspects of the foreground sounds appropriately, but also use the background sounds and off-screen sounds to tell a story through my redesigns to make each world/situation feel alive and real.

Wwise and Unity Implementation Example

This is a demonstration video showcasing how I implemented audio through Wwise into Unity. All sounds, apart from the sound of the weapon firing, are original sounds created/recorded by me without the use of any commercial libraries or assets. (I used my Zoom H6 field recorder, an AKG C414 XLII & the Neumann KM184 Stereo Pair) The environment and weapon are from the Unity Asset Store (Flooded Grounds by Sandro T & SynTax P40 by Promesh Studio). I implemented scripts for weapon firing, procedural recoil, sway, aiming and movement by changing the transform position of the weapon and the camera in different ways when looking around, shooting, walking or sprinting. I imagined this scene/level to be set in a near-future post-apocalyptic world, perhaps under the genre of an alien-invasion themed atmospheric horror first-person shooter where you feel very alone and always in danger. (Taking some inspiration from games like Metro Exodus and Escape From Tarkov.) So, I portrayed the house in this scene as an area of alien anomalies with a deep/low room tone, less connection to the outside world through sound (birds in the ambience disappear almost completely) and whispers from unseen threats roaming about. Furthermore, I decided to keep the music in the scene very sparse and wanted it to function as a tool to build tension rather than function as traditional video-game music; which is also why I only have one loop for the house and some stingers. More scripting examples from this project are below.

Scripting Examples 

TriggerLocationScreenshot.PNG

1. My random location trigger script (C#) that plays a sound from a random location within a list of game objects.

FootstepSwitchScreenshot.PNG

2. Part of my footstep audio script (C#) that changes a Wwise Switch Container based on the material detected under the player and plays the footstep sounds at specific intervals by checking if the player is sprinting or not.

Original Foley Sound Example

A video as an example to show how I made the creature sound for the Dead Space Remake Sound Redesign and the sound processing I used. The weight of the coffee mug paired with  the coarse material of my table produced a very interesting creature-like voice in the mid-range that I brought out through EQ. Then, I used a Saturator to excite the high-end frequencies, making the sound more aggressive and helping it pop out. Lastly, I used Manipulator, a Vocoder style plug-in that added the finishing touches to the sound and also, let me control the different pitches I wanted for continuous use of the creature sound. (The signal chain was not in this order, but this is the processing I used.)

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