Matthewdeargameaudio

MattDearGameAudio - SFX/Music/Dialogue/Audio Implementation

81 posts in this topic

I've been working on a endless runner demo recently. Omegalith features a rock golem running through the jungle to escape an enormous gloopy darkness!

Listen to the OST here, demo to be released later this week.

 

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I made a short demo video detailing my implementation using Wwise with Unity. All audio made and implemented by me.

Check it out here!

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Started a new project last week; writing music for upcoming side-scrolling MMO True Saga!

Listen to the first tune here:

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The second tune I have written for side-scroller 'True Saga'

This one is for a 'Port Town' level.

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The next track for side-scroller 'True Saga'!

This one is more the 'Mountain Zone', featuring lots of percussion, and a flute (Y).

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My next track for 'True Saga'

This time it's for the 'Main Town'. A up-tempo jazz track, with some influence from Japanese Jazztronica music.

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I've had a busy past few weeks, being on tour with my folk band Green Diesel.

But that's all finished now and I'm back at my home studio, looking forward to starting some new projects!


Something that didnt get uploaded before I left, the next track in my 'True Saga' OST.

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It's been another busy week of writing and festivals for me, but I had the chance to put this little portfolio piece together, showcasing some sound design and Wwise skills.

This is a shortened simulation of the adaptive ambiences I wrote for my own version of indie game Limbo. This project was done as part of my Berklee Online course, 'Game Audio Production With Wwise'.

There are a total of 13 separate ambience events within this composition, overlapping each other as they would in-game. The idea being, as the player moves through the different 'areas' of the game the soundtrack adapts with them, effecting their perception and experience of the game.

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Another one of my pieces for my online course 'Game Audio Production with Wwise'

This is a linear representation of the adaptive soundtrack I wrote and implemented for the Unity game 'Angry Bots'

As the player moves through the level the music gains more 'layers'. It starts out with just the bass (not shown here), then orchestral strings and horns come in (00:29), if the player loses a lot of health the 'Low Health Track' comes through (1:13), and in the last room the 'Final Level' music comes in (2:09).
All of the layers seamlessly stack on top of one another and loop infinitely (loops at 1:13 and 2:27). In this way one piece of music will change and evolve with the players experience without negatively affecting the 'flow' of the game.


You can see a video of this music, with sfx as well, here:
www.youtube.com/watch?v=AzGzWWOzsiU

 

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I've been pretty busy working on some new projects the last month or so. Here's a little peak at what I've been up to.

A new track for an as-yet-untitled project. This piece was inspired by other Electronic/Orchestral soundtracks such as Binding Of Isaac and Risk Of Rain

Plus... You can now play my Limbo demo for yourself! All the sound effects, music and ambiences were created and implemented by me using Wwise.
As you move through the level the adaptive-ambience-soundtrack with change depending on where the player is and events occuring.
This is a windows-only demo I'm afraid.

https://drive.google.com/open?id=0B4ekXmpWEvzqclBoV1RORFhNVU0


I'll be posting my Angry Bots demo soon as well...

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