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.