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Non-Linear Audio

I've done non-linear audio implementation with several workflows, using the native tools of Unreal and Unity, as well as integrating middleware - both Wwise and FMod into projects new and existing.

Ellen

Ellen was my first big project using middleware. The implementation here was done in Wwise, with the integration on the engine side already handled for us.

This was also a first venture into interactive music implementation.

John Lemon

This was an exercise in audio implementation with Unity's native tools.

I created an event system with scriptable objects to trigger the audio sources.

I recorded the voice lines and some of the sound effects myself.

Horror Stealth Game

For this project I worked in Unreal Engine, creating 3 different game mechanics relying on audio using the blueprinting system. The audio was implemented with the built-in tools in Unreal, using sound cues, sound classes and mixers.

Programming

Aside from sound design and implementation in middleware, I've also done some gameplay programming, both in Unreal in C++ and in Unity with C#.

I've also delved into audio tool development with the JUCE framework.

Generative Melodic Sequencer

A sequencer generating random MIDI notes within a music scale.

The user can determine BPM, length of the melody, length of the notes, the velocity of the notes and how likely they are to change.

Written in C++ using the JUCE framework.

Checkout the github repo here.

Custom Chorus

A chorus plugin created with the JUCE framework, written in C++.

Check out the github repo here.

Linear Audio

Here is an overview of some of the sound design and mixing I've done for linear media. All of these projects are a mixture of my own recordings and library sounds, with the ultimate aim of creating a mix that is at industry level.

Dishonored Ambisonics Ambience

Binaural:

Best experienced with headphones

This is footage I took from the first Dishonored game. I created my own ambisonics soundfield in a linear fashion over the footage in reaper. The music was sourced from a production music library and the walla was recorded with the help of a few friends.

Richter

This film is a rework of an older project. The vehicle sounds, the stinger and the ambience were designed in vital. The thunder and earthquake sounds were sourced from a library.

The music was sourced from a production music library.

Amber

This was another VFX student project that I picked to sound design for my final assignment relating to linear audio.

The voice-over was an AI voice provided by the team working on the project.

The music was composed and performed by students of the Conservatory of Ghent

Teocali

This was a Film Project from 3rd year VFX students at DAE that I did the sound design and mixing for. The music was composed and performed by students of the Conservatory of Ghent.

Working together with a team with a specific vision for their project was an interesting challenge. I was very happy with how everything came together in the end.

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