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Unreal Engine Implementation

First of all, let me explain the design ideas behind this show reel:

1) Dynamics: You will hear sounds in different volumes during this experience. The idea is to work with dynamics and bring depth to the soundscape without compromising important sounds that should be heard.

2) No post processing: The sounds you’re hearing are the same sounds you would be hearing if playing the game.

3) Focus on implementation: Although I love linear sound design, this reel is 90% focused on showing sounds as a real gameplay experience - which showcases sound cues and scripted systems in real time such as attenuation, panning and occlusion. There is a linear redesign in the end though. ;)

4) Time: Showing sound systems takes time, feel free to jump into the following sections using the video timeline.

Content:

> Project Nomad - UE5 sound design demo using techniques such as: area loop, source loop and one shots for ambience. Diegetic (spatialized) sounds vs Non Diegetic (2D Stereo) Sounds. Moving sounds using sequencers. Several dynamic sound events using visual scripting (UE5 blueprints) systems. Sound Classes, concurrencies and more on the mix of the final product are still in development.  

 

> Pure Mage: Wwise RTPC event connected to the Health blueprint system developed in Unreal.

> Spaceship panel and controls: Wwise events connected to the Widget audio system developed in Unreal.

> Dragon Age Cinematic Sound Redesign.

All sounds were created by me using recording, sound libraries and synthesizer - as well as music instruments.

Workflow

An organized workflow is important to a smooth development process. The use of proper documentation and comunication is key. Here is a brief resume about how I see the main stages of sound design production.

Pre-production

What do we need, why we need it and specifics. Plan and scope. Documentation and name conventions. Sound design should be included in pre-production stages. Oh yes, spreadsheets, a lot of it.

Assets Creation

Sound creation starts in the DAW based on all types of references, especially  documentation. Time to use the expensive collection of plugins and libraries, compose, record, edit, process, mix and master.

Unreal Engine

Implementation, procedural sound cues, visual scripting game systems and tools using Blueprints and much more. This stage should be included the earliest possible, even if the sounds are still placeholders.

kingdcom inspiracoes imagem.jpg

Wilson Santos

I'm Wilson, a brazilian technical sound designer for games with experience in music production and academic career as a former background. I have experience with Unreal Engine using Blueprints and I'm looking forward to continuing evolving in this expertise as a sound designer for games. I am familiar with Wwise as well. As a music producer and trained classical musician I am familiar with all processes involved in recording, creating, processing, mixing and mastering sounds and music.

I'm passionate for music as I am for games since I was a kid. It was just a matter of time for me to start working with game audio.

My favourite game genres are: cRPG's, RPG's, immersive sims, tactical shooters, boomer shooters. I'm also into simracing.

 

Amongst my favourite games are: Final Fantasy Tactics, SWAT 4, Half Life 2, Fallout NV, Prey 2017, Quake, Dusk, S.T.A.L.K.E.R Anomaly and rFactor.

See More About Me for further details.

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Unreal Engine Implementation

Longer videos where I show the systems and implementation in Unreal Engine using blueprints and other of the engine capabilities.

Sound system for a generator event in Project Nomad. This video shows the creation and implementation of sound cues systems integrated with blueprints for further complexity. 

Improving the generator audio system with reactive dialogue. The AI will react to the player choice on the hibernation energy saving system event. But there is a catch: we need to prevent audio overlap and audio fatigue for the listener as well. A mix of technical and creative decisions.

Ship controls system made with Unreal Blueprints. The engine sound system was made in Wwise.

Diegetic audio and a simple trigger dialog system for Project Nomad. The sound system uses sound cues and blueprints in Unreal Engine. 

A game audio demo with music and sound effects made with Wwise and Unreal Engine 5. It tells a story of a boy who is sent to learn magic from a village herbalist who lives in a isolated shaft.

Music and Sound Effects

A sound to picture music movie with sound effects made using highly contrast gameplay and cinematic extracts from games I like. The intention of this video was to make a welcome trailer to my website and youtube channel - a trailer focused on sounds which talks about the the role of audio design for games.

Gameplay linear music

Gameplay songs for GDP Kindgdom War of Conquest, released for Android in 2019. 

Kingdom War of Conquest gameplay soundtrack (Morning, Working, Sunday and Shiu) uses a side narrative that tries to bring a specific mood into the gameplay. As background music, also fill the empty space and helps the player focus on the game tasks without going to the front to the point of bringing listening fatigue to the player.

Full album on Bandcamp: Kingdom War of Conquest | Wilson Santos (bandcamp.com)

Samurai is a gameplay 1min song that invoques a chill out low fi samurai vibes (that was the briefing) made for the GDP Samurai game to the GDPack unrelesead project.

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