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MY IMPLEMENTATIONS

Wwise session versatile :

It's a session that I created so that it can be modified on the fly quickly and correspond to all types of games, it is based on an RPG / dungeon crawler with predefined classes but can easily be transformed into a session adapted for a first-person shooter or a real-time strategy game without having to start over, it's a constantly evolving session. 

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The classes can for example be renamed in the equipment section, by adding a line per equipment the session still holds. That's how I thought about the whole session. 

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Wwise Breach :

breach Wwise.jpg

Session used for the independent game I worked on, the session is not over, the game is a real-time game comparable to the Xcom series, lab workers conducted the experiment too much opening interdimensional rifts creating doors for monsters of cosmic, fantastic, and even extraterrestrial origins.

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we find there a principle of enemy ally with a diversified armament among which we note the presence of "Exo" weapons, plasma or laser weapons developed by the laboratory by exploiting the flaws

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Wwise Cube :

Cube Wwise.jpg

This session was carried out as part of my studies, it concerns the cube FPS project and confirmed my Wwise certification.

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It's a restricted session that taught me to work with restrictions and reduced means preventing the addition of new files, I used traditional variation techniques such as random pitch or volume randomization, which already allows a large number of variations coupled with different sound trajectories for casings falling to the ground for example.

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Fmod Viking Village :

Fmod 2dgk.jpg

This is the Fmod session that accompanied my 2D platformer project "The explorer".

 

one finds there all the possible degrees of modification of the sounds. I mainly focused on the fmod tools and the variations they allowed.

We also notice my technique of integrating music by snapshots allowing fluid transitions between the tables and the management of reverberations. 

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