Each of the sounds within the game were crafted using personal and royalty-free samples. I used Ableton Live to design and mix each sound layer using third-party plug-ins from Universal Audio, Native Instruments, Plugin-Alliance, FabFilter, Kilohearts, etc. 
Although I've used Wwise for game audio, I decided to use Unreal Engine's built-in MetaSounds for this project. This allowed me to easily share sound triggers between actors using Blueprint interfaces and notifies within animations.
MetaSounds played a major role in creating a wider dynamic feel for each sample.  I developed a randomization macro to function as a player within a MetaSound source, applying it to a multi-layered sound with a random pitch variable. This technique introduces simultaneous variation within a single sound, similar to pitch automation methods and random containers used in middleware like Wwise. 
Sound attenuation and occlusion settings were also applied per sound to create a sense of 3D space while moving around the level. 
I also wrote, mixed, and mastered all music for the Menu and Mira HQ Level.   
Ableton Live Gunshot Sound Design
Ableton Live Gunshot Sound Design
Police Gunshot MetaSound Source
Police Gunshot MetaSound Source

RedCell Designs

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