Unreal Engine 5 / Wwise - "Boss Fight" Sequence
This is my first ever prototype, where I’ve integrated an actual in-game, dynamic mix system.
It has shown me how challenging ,and fun at the same time, this exact process is.
I’ve built the level, designed and sequenced the creature.
Every tool - from a simple state change to a complex attenuation curve - was chosen to serve the holistic player experience, balancing systemic complexity with intuitive feedback.
When we design interactive audio, we aren’t just creating sound effects - we are designing information ecologies.
Building this prototype has shifted my perspective on what a game sound designer does. We aren't just authors of static assets; we are architects of the dynamics that breathe life into digital spaces.
This is an open-ended framework, and I would love to engage with other technical designers on how you balance artistic intent with systemic autonomy.
(Headphones recommended)