University of East London Portfolio
Wwise/Unity Implementation Tech Reel
This video showcases my implementation decisions when using Wwise with Unity. Technical and creative decisions are explained through voiceover and on screen examples. A transcript can be found below for easier access.
Hi. I’m Kyle Lankton, and this is my tech demo reel showcasing Wwise implementation into Unity. My goal in this project is to use audio to enhance the player’s experience of both the sinister and playful disposition of its survival horror gameplay while raising their awareness of changes occurring in the game.
Enemies are outfitted with individual damage and defeat random containers with multiple audio instances in each. I applied pitch and volume randomization parameters to these containers to further ensure a lack of listener fatigue.
A clock ticking sound is attached to the clock game object in unity, and when an attenuation curve is added, the sound changes in volume and panning depending on the positioning of the player. An ambient layer is created with a constant loop, and a random container consisting of ambient one-shots, weighted and mixed to ensure a smooth, non-repetitive environmental effect.
As the gameplay of this project is built around surviving the level until the time runs out,the music changes sections at set percentages of time remaining in the game, ramping in intensity. This horizontal sequencing is paired with vertical layers, which change depending on game parameters such as player health and number of enemies within range. The change in music based on the player health parameter is paired with mixing changes in the sound effects bus to give a cohesive change in mood from lively to desperate.
This has been Kyle Lankton. Thank you for watching my Wwise demo reel!