Game Audio · FMOD · Unity
Horror Prison Unity
A film mix has one timeline. A game has as many as the player invents. For my MSc final major project I built a horror prison where the ambience answers to where you are and what you have done — original assets, parameter-driven ambience and spatial behaviours authored in FMOD, then implemented in Unity. Foley was recorded from scratch and the room captures were made with a Rode ambisonic microphone. It placed in the top three of my cohort; the walkthrough breaks down both the sound design and the integration.
- Made for
- MSc Audio Engineering final major project
- Time on it
- 2 months
- Delivered
- August 7, 2024
- Discipline
- Game Soundscape Design