Sound Design of the interactive "Drei Fragezeichen" live tour clip. The animation tells the story of the villain Yamada and his dark intentions.

Oddinary

Walkthrough with In-Game Sound.

Eclipse - Sound Design Highlight.

In Oddinary, the soundscape and atmosphere are one of the most important elements of the game.
I created a tense and scary sound environment, with SFX that pop out next to the horrific audio of the anomalies.
All sounds were handpicked or synthesized and then modulated, managed and linked to parameters
through sound events in FMOD Studio:

Toothfairy appears - an unsettling soundscape.

Remote reload - the camera's microphone is damped due to the battery switch.

Remote shoot - the player is equipped with a remote control that shoots zapping batteries.

Flashlight charge - the longer the button is holded, the louder and higher the sound is.

Bullet impact - dependant on the parameter 'bullet speed'.

Pinboard completion - the loading bar rising up the more you achieved.

Player crawling under the couch.

MONTRA

Walkthrough with In-Game Sound.

Trailer of 'MONTRA'.

The sounds in MONTRA are focussed on the sarcastic and fun elements in the game. They also have to communicate all mechanics of the game intuitively. I did compose a music album for MONTRA, with diverse genres and fun experiments!
All sound events in this project were made by myself in FMOD Studio and implemented per C# in Unity. Here are some examples of the FMOD Events:

The radio event - combines 8 different 'channels' (looping songs), changed by the frequency parameter in FMOD.
Automated with effect chains and volume, the individual tracks get played async to not start each song
when hitting the right frequency, but make them loop muted so a real 'radio feeling' comes up.

NPC Monologues - starting with the "StartMonologue", then repeating a random vowel 
each letter, and finishing with "EndMonologue".

Timer - speeding up, controlled by the parameter 'PB_Timer'.

Elevator - due to it's instable electricity, the song's pitch goes up and down.

Various prop events.

Techno Club - the spatialization of this event can be changed with parameters
(Damp & Distance), to make it sound like standing in front of the club.

Rewind - plays as long the rewind button is pressed and fades accordingly.

Cloud - the playable cloud using the blow mechanic.

Crane - all events of the playable magnetic crane.

Fire extinguisher - looped seemless until releasing the button.

Toaster - charge the toaster, but if you hold for too long the event triggers burn sounds.

Dandy's Dream

Walkthrough with In-Game Sound.

In Dandy's Dream, the sound design was made in an 1950s Rubberhose style, with retro music and classic cartoony sound effects. The sound design was done in a few hours, since this game was made in a three days game jam.
Next to the violent SFX right at the start of the video, the more friendly sounds appear around 4:00.
Here are some examples of the FMOD Studio events:

Player

Entities

Particles

Environment & Atmosphere

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