Composer for video games.
Wwise Adventure Game (Audiokinetic 251 certification) February 2019
I completely re scored and re implemented all the area music themes to better fit my own aesthetic sensibilities and strengths. I chose to keep the sound effects included in the original, though I did change and or enhance certain sounds for the new musical key I'd chosen.
Everything audio related in the game source is flexible and optimized for different build platforms. I paid special attention to make the musical themes dynamic to the day night cycle. If you want to have a look at the game source or wwise project, I have included a link below. If you want to see more details on the wwise 251 certification please go here.
Also, I think It's important to mention the original audio team for this project ; Mads Maretty Sønderup and Jacob Lynggaard Olsen, more info on here.
Link to Game source project inlcluding wwise project file, Unity project and scripts :
Adam dynamic music scene (playable). January 2019
I composed and implemented a fully dynamic cinematic score. The sound effects and ambiences are also new and make use of a custom DSP plugin I designed, based on the 'K Verb' DSP by Shuji Kohata for Nier;Automata. There is a link to my blog post here for more information on that!
Game link with the unity / wwise project files, assets and scripts : unityprojectfile.com/fabch/6583
For the sound effects and music stems, please contact me directly via email.
I built my own mini game ; Courtyard Puzzle! November 2018
Everything game object related is either standard assets package or built using pro builder.
I created / recorded my sound effects in Ableton live and composed the music in Cubase.
I made an audio implementation system in wwise and structured it in Unity or in c# script.
RTPCs from wwise are working together with the game object components and tools in Unity; using component colliders, transform positions and input logging of player keyboard/ mouse controls.
In some situations, the unity editor animator is used, I am often directly calling functions from the relevant game object script, then the function calls to events in wwise.
How to Play; The player has 3 cubes to interact with, he must interact with them in the correct order to unlock a new area, else the cubes reset!
Don't Fall, there is no respawn...
I have included a blog post showing how I made the inside / outside weather transition and also how the events are tied into unity.
Game Link, Including wwise project, unity project file and c# scripts : https://interstellanoob.itch.io/courtyard-puzzle-audio-tech-demo
Age of Empires 2 Theme Song Cover. September 2018
I was a big fan of the series as a child, so the opportunity to work on a Japan themed remake of the original theme was very nostalgic for me.
The use of traditional Japanese instrumentation, such as the Koto, Shamisen, Taiko drums and Shakuhachi was important for the client, and also that the original theme stay mostly unaltered. I was quite happy with the result.
Here is a link to the project, still in development ; http://aok.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=9&tn=44375&f=9,44375,0,60&st=0
Big Little Planet (library track written for oookaudio.com). July 2018
Affectionately named after the PlayStation 3 title 'Little Big Planet' and taking inspiration from the beautiful score by Todd Baker. The suite of music I made for oook focuses on developing a central theme across multiple orchestrations to change the character and feel. The final approved package contains 7 versions, including ambiences, stingers and stems. It is available by following the link below.
oookaudio artist page Link : https://oookaudio.com/library?artists=192