Project Length:
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Primary Role:
7 Weeks
School / Group Project
Unreal Engine 5, Wwise, Reaper, FL Studio
Blueprints
Audio Designer, Technical Designer
Viscerate is a First-Person Shooter Roguelike that I started working on at the end of my 1st year at Futuregames Stockholm. During the project my responsibilities lied in Audio Design and implementation. To achieve that goal I used the Digital Audio Workstations Reaper and FL Studio. Reaper was used for SFX, and FL Studio for the soundtrack. To implement the audio in the game, I used Wwise and Blueprints. The highlight of my work on this project is all the custom SFX I designed and mixed.
I designed custom SFX in Reaper by combining and mixing multiple samples together. Many of the original samples were sourced from the paid service Splice. All of the used samples are under royalty free CC0 licenses.
When designing the SFX I aimed for a satisfying crunch to every sound, but at the same time modularity (especially for the Gun SFX). To achieve this effect I kept almost every commonly heard sound in the same Reaper project, and altered them together, often changing the pitch and speed of samples, and then giving them a fair bit of EQ and compression when needed.
The main mechanic in the game is about upgrading the same gun, and giving it different abilities and elemental powers, so I had to iterate a lot on the Gun SFX, and make elemental variants of each of the Gun sounds.


I then exported the SFX in .wav files to the Wwise project, and organized them into events and categories. Through Wwise I was able to add effects to the sounds that could change depending on the game state. The most prominent example of this is the different Reverb presets set to different zones in the game levels.
To the right are screenshots of how the Wwise and Reaper projects were set up.


I implemented the Game Audio through Blueprints in collaboration with some of the project's programmers, that made specific C++ events I could tie logic to with Blueprints to trigger Audio Events. Some Audio Events needed more specific implementation, such as those tied to specific animations. These
I then exported the SFX in .wav files to the Wwise project, and organized them into events and categories. Through Wwise I was able to add effects to the sounds that could change depending on the game state. The most prominent example of this is the different Reverb presets set to different zones in the game levels.