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Project and Portfolio II – ‘Graveyard’
For this project, students created or found sounds to fit the Graveyard video game atmosphere. In this game, the character is collecting souls from coffins. There are ominous voices guiding the character and once a soul is collected you may free them at the orb where the level begins. Students utilized their skills of Pro Tools and Wwise to create an immersive experience. Most audio assets I've downloaded from an online music library (Webstar). Creating this was extremely fun, the video link shows the level I created. I hope you enjoy it.
Audio Assets & Design Choices
Orb Loop
Designing the orb loop was simple, once I found a sample I liked. I cleaned the loop up with attenuation curves and normalized the db by -3, it fit in the mix smother in my opinion.

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Torches
Torches also required attenuation curves, to clean up the loop and make it seamless and infinite. Same Normalization settings were applied with all samples. Creating 3D audio created an amazing experience in the game.

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Energy Loop
Energy loop was found in the Webstar Library, I designed it to sound louder since the original sample did not cut it. Attenuation curves were applied to smooth out the loop transitions. Lastly creating a fade within Wwise to make the sound grow in volume as you approach it.

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Pick Up Captured
Pick up captured was a recording on my ZOOM H5. I sampled a kitchen knife hitting a 16oz glass. Normalizing the db to -3, since the recording was a bit loud.

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Orb Deactivate
Orb deactivate was a sample found in the Webstar library. It started as the sound of someone diving in a pool, with some pitch correction and EQ it sounds more gloomy and dark and fit perfectly as a deactivation.

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Clothing & Footsteps
The Clothing and Footsteps were programmed together at the same time in Wwise. I created 5 sounds of footsteps and 5 clothing samples, when played together at random it created a very realistic walking in-game sound.

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