Audio Implemenation

Game Audio Implementation — Unreal & Wwise

Audio implementation in Unreal Engine, showcasing Wwise integration, spatial sound design, and dynamic audio systems.

Year :

2026

Project Type:

Game Audio Implementation

Role:

Sound Designer

Contribution:

Audio Implementation, Sound Design, Wwise Integration

Featured Project Cover Image

For this personal project I built a game in Unreal Engine with a focus on audio implementation. Using Wwise and Unreal Blueprints, I designed and integrated a full suite of in-game audio — from spatial SFX and dynamic music to adaptive systems that respond to player state and environment. The goal was to demonstrate a complete, production-minded audio implementation workflow from initial Wwise project setup through to polished in-game result.

Audio Implementation — Gameplay Showcase

A first-person shooter built in Unreal Engine as a sandbox for audio implementation. Every sound in the game — from weapon fire to ambient environments — was designed and integrated using Wwise, with dynamic systems that react to player actions, health state, and the surrounding space.


Audio Implementation — Blueprints & Wwise Breakdown

Wwise & Unreal Integration Set up and connected a Wwise project to Unreal Engine, including SoundBank generation and asset reconciliation to keep both projects in sync.

Dynamic Audio Systems Built a crowd ambience layer using a Walla RTPC tied to reverb zones, creating a sense of space that shifts with the environment. Implemented a health-based heartbeat RTPC that intensifies as the player takes damage, reinforcing tension through audio feedback.

Weapons & Combat Audio Integrated spatial gunshot sounds with weapon switching logic. For the grenade launcher, I isolated the explosion layer separately from the shot to achieve a more accurate two-stage impact — a distinct launch followed by a delayed detonation boom.

Footstep System Built a surface-aware footstep system using AnimNotify and physical material switching, so footstep sounds change dynamically depending on what surface the player is walking on.

Spatial & Environmental SFX Implemented music playing from in-world speakers with distance-based attenuation and stereo panning, giving the sound a believable physical source. Additional spatial SFX include stone door open/close, jump pad launch, and player death sounds — all placed and tuned in 3D space.

Additional Skills Alongside the audio work, I expanded my Unreal Engine knowledge into world building, materials, lighting, Blueprint scripting, and sourcing assets via FAB — giving me a broader understanding of the game development pipeline that audio sits within.


More Projects

Audio Implemenation

Game Audio Implementation — Unreal & Wwise

Audio implementation in Unreal Engine, showcasing Wwise integration, spatial sound design, and dynamic audio systems.

Year :

2026

Project Type:

Game Audio Implementation

Role:

Sound Designer

Contribution:

Audio Implementation, Sound Design, Wwise Integration

Featured Project Cover Image

For this personal project I built a game in Unreal Engine with a focus on audio implementation. Using Wwise and Unreal Blueprints, I designed and integrated a full suite of in-game audio — from spatial SFX and dynamic music to adaptive systems that respond to player state and environment. The goal was to demonstrate a complete, production-minded audio implementation workflow from initial Wwise project setup through to polished in-game result.

Audio Implementation — Gameplay Showcase

A first-person shooter built in Unreal Engine as a sandbox for audio implementation. Every sound in the game — from weapon fire to ambient environments — was designed and integrated using Wwise, with dynamic systems that react to player actions, health state, and the surrounding space.


Audio Implementation — Blueprints & Wwise Breakdown

Wwise & Unreal Integration Set up and connected a Wwise project to Unreal Engine, including SoundBank generation and asset reconciliation to keep both projects in sync.

Dynamic Audio Systems Built a crowd ambience layer using a Walla RTPC tied to reverb zones, creating a sense of space that shifts with the environment. Implemented a health-based heartbeat RTPC that intensifies as the player takes damage, reinforcing tension through audio feedback.

Weapons & Combat Audio Integrated spatial gunshot sounds with weapon switching logic. For the grenade launcher, I isolated the explosion layer separately from the shot to achieve a more accurate two-stage impact — a distinct launch followed by a delayed detonation boom.

Footstep System Built a surface-aware footstep system using AnimNotify and physical material switching, so footstep sounds change dynamically depending on what surface the player is walking on.

Spatial & Environmental SFX Implemented music playing from in-world speakers with distance-based attenuation and stereo panning, giving the sound a believable physical source. Additional spatial SFX include stone door open/close, jump pad launch, and player death sounds — all placed and tuned in 3D space.

Additional Skills Alongside the audio work, I expanded my Unreal Engine knowledge into world building, materials, lighting, Blueprint scripting, and sourcing assets via FAB — giving me a broader understanding of the game development pipeline that audio sits within.


More Projects

Audio Implemenation

Game Audio Implementation — Unreal & Wwise

Audio implementation in Unreal Engine, showcasing Wwise integration, spatial sound design, and dynamic audio systems.

Year :

2026

Project Type:

Game Audio Implementation

Role:

Sound Designer

Contribution:

Audio Implementation, Sound Design, Wwise Integration

Featured Project Cover Image

For this personal project I built a game in Unreal Engine with a focus on audio implementation. Using Wwise and Unreal Blueprints, I designed and integrated a full suite of in-game audio — from spatial SFX and dynamic music to adaptive systems that respond to player state and environment. The goal was to demonstrate a complete, production-minded audio implementation workflow from initial Wwise project setup through to polished in-game result.

Audio Implementation — Gameplay Showcase

A first-person shooter built in Unreal Engine as a sandbox for audio implementation. Every sound in the game — from weapon fire to ambient environments — was designed and integrated using Wwise, with dynamic systems that react to player actions, health state, and the surrounding space.


Audio Implementation — Blueprints & Wwise Breakdown

Wwise & Unreal Integration Set up and connected a Wwise project to Unreal Engine, including SoundBank generation and asset reconciliation to keep both projects in sync.

Dynamic Audio Systems Built a crowd ambience layer using a Walla RTPC tied to reverb zones, creating a sense of space that shifts with the environment. Implemented a health-based heartbeat RTPC that intensifies as the player takes damage, reinforcing tension through audio feedback.

Weapons & Combat Audio Integrated spatial gunshot sounds with weapon switching logic. For the grenade launcher, I isolated the explosion layer separately from the shot to achieve a more accurate two-stage impact — a distinct launch followed by a delayed detonation boom.

Footstep System Built a surface-aware footstep system using AnimNotify and physical material switching, so footstep sounds change dynamically depending on what surface the player is walking on.

Spatial & Environmental SFX Implemented music playing from in-world speakers with distance-based attenuation and stereo panning, giving the sound a believable physical source. Additional spatial SFX include stone door open/close, jump pad launch, and player death sounds — all placed and tuned in 3D space.

Additional Skills Alongside the audio work, I expanded my Unreal Engine knowledge into world building, materials, lighting, Blueprint scripting, and sourcing assets via FAB — giving me a broader understanding of the game development pipeline that audio sits within.


More Projects