In this demo I linked a Wwise RTPC of where the player is in vertical relation to the waterfall so a more low end heavy sound fades in as the player approaches the bottom of the waterfall
In this demo I worked with a colleague to connect this minigames' UI element with a distinct sound to further reinforce the current state of the minigame and how close / far the player is from winning or losing.
In previous projects I have composed, produced and implemented dynamic arrangement systems which can follow multiple gameplay parameters. In this Example there are multiple sections of the arrangement which would dynamically move to other intensity levels while maintaining musical cohesion. This is was especially challenging as the chord progressions of the music were complex so a lot of care needed to be taken so that all transitions feel like they were intended and not jarring.
In this example I took an existing script which managed game values and sent those values to Wwise.
For this script I was using methods to trigger various Wwise events and states so that game states were respected in Wwise.
I have experience creating visual scripts in Unity including the use of the audio system, physics system and general visual scripting. This is a snippet from a project in which I wrote most of a space invaders clone almost entirely in visual scripting with some small sections written in C#.
In past projects I have utilized Unreal Blueprints for both game functionality as well as Audio Implementation. In these past projects I've used MetaSound to create dynamic and responsive audio systems using both synthesis and sample playback techniques.