© 2017 by Igor Dall'Avanzi.

Game Audio Implementation 

Audio Programming and Implementation for iOS game Alphaputt (Sennep Games)

Audio programming and implementation using Unity and Wwise for the iOS game Alphaputt, working with studios Coda to Coda and Sennep. Main tasks:

  •  Ad-Hoc modification of the Wwise-Unity integration to suit the needs of the game

  •  Fine tuned loading of sounds to optimize memory usage

  •  Creation of dynamic audio systems to follow the vision of the sound designer

Sound Implementation in UE4

The following video shows the implementation of different sounds in a Third Person RPG game made with Unreal Engine 4. Audio features custom listener position, dynamic sounds that follow the environment to match the visual, an underwater/overwater acustic system and much more.

Music Implementation in Wwise

The following video shows the implementation of dynamic music systems built in Wwise to support the experience of the player in a First Person Shooter Game. Originally created for an assignment at Leeds Beckett University, the Orchestral samples and choirs were provided by the University, while all the other music and the orchestral percussions are by me. The level is a modified version of the 'Shooter Game' sample game for UE4 available via the Epic Games Launcher.

Music and sound implementation at 

Leeds Beckett's game audio course 

For the game audio module I attended while studying at Leeds Beckett I implemented music and sound for a video game level provided in Unreal Engine 4. The level features:​

  •  A music system that can combine different layers of music to avoid repetitivity, and guides the  player in certain sections of the game

  • A wind system that, starting from a little segment of white noise, filters it in different ways creating different wind currents, that reacts to the environment (e.g.: less wind in corners or behind columns, more current in cave entrances) 

  • Different reverb settings for different zones

  • Footstep sounds created from the random combination of different toes and heels sounds, giving high variabilty with low memory footprint. Footstep sounds change then following the material the player is walking on

  • Inner dialogues (like thoughts, or telepaty) differentiated from outer ones

  • A ducking system for dialogues

  • All the sound and music memory size is 11.6 MB

Altough the level was provided, the minigame interactions shown in the video were entirely built by me.

Music for games at Global Game Jams

In 2014 and 2015 I took part to the Global Game Jam in Milan, creating music for games in less than 48h. I also participated with a team to a Ludum Dare in 2015. Some of the music made for these project can be listened down here or on my soundcloud.