Interactive sound design reel
Linear sound design reel
GAMES AND INTERACTIVE EXPERIENCES
Mimic Hunt is 4 players Online coop FPS, using proximity voice chat. You play mimic exterminators, enrolled to hunt mimics in people's infested houses. You have to find the mimics that are hidden in the house's furnitures.
This game is developed on Unreal 5, using Wwise as Sound Engine and Odin as proximity voice chat plugin.
Sound Design - Music Production
Unreal 5 - Wwise - Git
Click here for a detailed breakdown of my work
Earwyrm is a rhythmic, action oriented, 4 players coop game. You and your teammates play as Dragon-Bards. A human army wants to prevent your people from making music so your team is sent on a mission to stop them!
Sound Design - Music Production
Unity - Wwise - Git
DETAILS ABOUT AUDIO IN EARWYRM
Synchronizing Player Inputs
Earwyrm is a rhythm game, so we had to check if the players' inputs were triggered in sync with the music. We used Wwise music callbacks and applied a window around each music beat callback to verify that the players' inputs were aligned with the beat. We also had to be mindful of input lag, audio/video latency and include it in our calculations.
Playing as Dragon Bards
In Earwyrm, you play as a troupe of dragon bards who wield musical magic. This design choice meant we had to create musical spells that matched the theme. As a rhythm game, we challenged ourselves to ensure that musical feedback sounded appropriate in any situation.
Since the game supports up to four players, we designed four unique instruments: the lute, the lyre, the violin, and the flute. These instruments blend together through players actions.
To achieve this, we made a system in Wwise that allowed us to trigger instrument samples while dynamically following the chord grid of the current music.
Rollerpunk is a competitive adrenaline-fueled ball and racing game designed for up to 4 players in split-screen, inspired by Gunnm’s Motorball. Rush at full speed to catch up to your ennemies and snatch the DrillBall, but stay sharp because every encounter can be lethal, and mercy does not exist on the track...
Sound Design - Unity - Wwise - Git
DETAILS ABOUT AUDIO IN ROLLERPUNK
Technical challenge
Managing the audio in a splitscreen setting.
Solution
5 Audio Listeners, one for each player, one for UI and Music.
Each audio listener is listening to the player it's attached to.
Audiolisteners are spatialized by hard coding the output bus volume : Players 1 and 3 are on the left, Players 2 and 4 are on the right.
Music and UI are non-spatialized.
It could be done with only 1 listener, by setting 2D sounds, and a bus for each players feedback, then set the bus positioning, but we wanted to add 3D environmental sounds so we took a decision.
Dynamic Music
When a player catches the ball, his own music segment is playing. We worked with the composer (Marcan Papi) to handle well the transitions, because catching the ball can happend at any moment in the game.
Dynamic Crowd
Crowd is reacting to actions in the game, increasing intensity when a player stacks more points.
When the player scores and valid his points, crowd is returning to an "idle" state until an other player catches the ball and starts stacking points.
Fierce & Fluffy
Fierce & Fluffy is a 2D competitive shooter in which you play as Fulbert and Tugdual, two bunny squires who need to prove their worth to their sovereign in order to be knighted.
You must dismantle enemy armies as the paper unravels and try to achieve a higher score than your rival!
Sound Design - Music Production
Unity - Wwise - Git
CoStellation
CoStellation is the result of a 3 and a half day workshop with the objective to create an interactive experience with basic inputs (keyboard, mouse, joystick) but outputs would not be limited to a computer screen. CoStellation was presented during the 2024 edition of the “Les Mycéliades” festival held at the Alpha media-library in Angoulême.
Sound Design - Music Production
Slinghost
This project was realized as part of a workshop on accessibility. The game was in fact, thought to be playable by people with visual or/and audio impairing disabilities. Visual, audio and haptic feedbacks allow the player to figure out the ghost's position. The physical crafted slingshot has an adjustable height, allowing people in wheelchair to play, and a "one-button" mode (to facilitate inputs) has been prototyped but not fully developed.
Sound Design - Music Production
Unity - Wwise - Git
Don't let them die
Puzzle platformer where you have to keep your plants alive, by Yiokse.
Water your plants before they die in this short and timed puzzle-platformer.
But be careful not to spill the water.
Sound Design - Music Production
Game OFF 2023
Jam theme : SCALE
Up to 4 players fighting game.
Use your sizeshift gun to shrink or enlarge your opponent and smash them against the arena’s deadly walls.
Music Production
Unity - Wwise - Git
See more of my work : Sound Design - Tech - Dubbing