
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

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

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

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.





