Demonstration of game audio design skills and implementation techniques. Built using the Unreal Development Kit (UDK) as a showcase of 4 different types of game environments.

All sound design, music, and implementation is custom. Samples were gathered from sound libraries and online at, however all footsteps, foley, and vocalizations were recorded.

Underground Mining Facility - cave ambiences with random earthquake stingers, reverbvolumes and ambientzones are used to create above/below water ambiences

Warring Spaceships - featuring futuristic sound design and original music, soundmodes effect the realtime audio mix by using triggervolumes to determine when the player has entered space

Robot Factory - manufacturing ambiences fill this level, a deathmatch game is being played as a focus on weapon sound design

Asian Dojo - the interactive music system designed in this level is triggered by player / bot action, switching between Low and High music states on the fly
This is a demonstration of my work with the Unreal Audio System. Creating a class to introduce students to the fundamentals of game audio required a lot of material to be created focused on the Unreal Engine and UDK. The tools provided by Epic Games gives us the ability to create quick mockups of many different audio examples for students to follow. This involves managing assets in the content browser, implementing sounds into a map, and controlling their actions through Kismet or UnrealScript. This video shows the difference between the Unreal 3 system using OpenAL and the UDK system using XAudio2.
This is an enhanced view of the type of audio preparation that was done for the Desert Conflict mod of the BF2 Engine. The video shows us searching for sound efx and processing recorded audio. We find the proper reference in the code for the sound and add the wave file. Then we dive into the BF2 Editor to integrate the audio into the engine. We end up by playtesting the sound in-game. This is a good look at what is involved in getting a sound into the BF2 Engine.
We needed a way to test soundbanks created from the FMOD Designer for use with the iPhone. So, we developed a small iPhone Simulator app that connects directly to the FMOD Desinger for testing different aspects of the sounds. The app can manipulate two effect parameters in real-time to give access to the DSP that is provided by the FMOD Engine. I also made a version of this app using the OpenAL audio engine.

- Test custom FMOD soundbanks
- Manipulate FMOD effect parameters (distortion, flangers, phasers, filters, verbs!)
- Real-time audition with the FMOD Designer

For more information or to download the XCode project and the source code...

Check out:

XCode + iPhone SDK -
FMOD Ex Programmers iPhone API -
Just throw your hands in the air, and SHAKE them like you just don't care!

Have you ever wanted to make music with a flick of your wrist? ShakeABeat IS IT!

Shake your device in all directions to easily play a wide variety of the funkiest beats and loops. FLIP, TWIST and SHAKE your device on any of the three axis (X,Y,Z) to control the mix. Collections of beats are tempo matched to stay in time, start it up with a shake and let ShakeABeat do the rest. Just make sure to keep shaking to keep the music going.

USE GRAVITY TO YOUR ADVANTAGE. This app uses the accelerometer which can be influenced by gravity. Rotate your phone on the X, Y, or Z axis and shake your device in a downwards motion for more effective triggering of ShakeABeat sounds.