Audio Design
SOUND
THAT
REACTS.
Game Audio Designer specializing in interactive systems design, Unreal Engine & MetaSounds implementation, and audio tooling development. I build the sounds — and the systems that play them.
Tools & Pipeline
My Toolkit
// Primary
// Additional Experience
Portfolio
Audio Work
All audio designed, implemented, and mixed by Brandon Bahn. Demos recorded in-engine from live gameplay.
Character & Foley System
Dynamic foley system driven by surface material detection. Footsteps, cloth, and movement sounds adapt in real-time using MetaSounds procedural graphs.
Implementation Breakdown →Combat & Weapons
Niagara-driven shell foley, continuous weapon MetaSounds, sidechained bus mixing, and deterministic per-pawn variation — built for multiplayer.
Implementation Breakdown →UI & Menu Audio
Cohesive UI sound language covering navigation, confirmation, error states, and transitions. Designed for tactile feedback.
Music & Atmosphere
Original game score and adaptive music system. Theme music, loading ambience, and state-driven transitions implemented via MetaSounds.
Implementation Breakdown →Environment & Ambience
Spatial audio environment design with reverb zones, occlusion, and ambient soundscapes that shift with gameplay state.
Voice & Narration
Character voice direction and narration implementation. Coming as RedCell's narrative develops.