Creating great audio assets

Field Recording

Immersive Ambiences, Peculiar Sounds

Each game is a unique piece of art and it need its own custom sounds. Good thing the world is full of stuff happening, producing awesome waves for me to catch and reuse. It could be some ambience like a cave or a city as well as some unsettling scrape to scare you a tiny bit. It's always a great opportunity to go out and grab something and see if it makes the right match with what's needed.


Sound Design

The Right Sound your Work Deserves

You design how things will look I design how things will sound. What's relevant needs to emit something for you to be attracted to it. Layers of different sounds can create incredible textures to our ears. Sometimes gameplays can also be based on audio cues and knowing how audio effects human emotions is crucial for killer game experiences.



Music makes you feel, sound makes it real

If you are making any sort of content it's because you want to tell people something. Music can get us places we can't even imagine, suggesting the emotional content of a scene. Strings, pads, drums aren't just there to make things cool, they can become a powerful tool in letting the players know what's coming next in a game or giving cues so they will know where to look.

Integrating them into your game



Random Sample and Pitch

There is no faster way than using a middleware to work between the audio department and the rest of the team. I use both Wwise and FMOD Studio to integrate the sounds that I produce into the game you make. They make life much easier to work in team as well as take away a ton of time from programmers which dont need to worry about the logic of how sounds behave. These softwares are also increadibly powerful for interactive musi.




Osc~ 1000

What if we could define a set of rules and then let things happen and respond by theirself? Isn't that exactly how things are in a game? Procedural audio means writing code to reproduce the exact physical process that occurs when sounds are produced in real life. With the right parameters an enormous amout of sounds can be created on the fly. How much does it cost? A tiny bit of cpu and only a coupe of kb to store the algorithm that's all.




audio.PlayOneShot( );

It's not just a matter of having great sounds! It's actually more important to fit them well with the logic of the game. Audio assets need to be triggered at the right time and resources must be optimized to ensure quality. I usually create my own scripts in order to obtain all the custom feature a project requires.


Pure Data

Graphical programming language to synthesize audio from scratch and create procedural audio patches. SFX Intonated with the soundtrack, parameters to model more instances of a same object

Heavy Compiler

Pure data wrapper to create native plug-in for Unity, Wwise and Javascript and embed procedural audio into final products (by enzienaudio)

FMOD & Wwise

Industry standard game audio middleware programs to create the best sound effects and interactive music and accelerate production time

Logic Pro X, Reaper, Kontakt

Audio tools to create music and samples for later integration. Sounds can be either recorded on the field, synthesized or come from libraries. I then create layers and perfect loops for later integration.