RR
Jan. 2026 - May 2026 · Game Demo Project · 2D Rhythm Action ROguelike · game sound designer · technical sound designer
RR is a 2D rhythm-based roguelike game demo developed in Unity. I was responsible for designing and implementing the majority of the game's sound effects, while also helped develop audio systems in C# and FMOD to support the gameplay. The Process
reaper · FMOD · Unity · C# · Communication
I was responsible for creating a great chunk of the sounds in this game project. This includes player actions, UI, abilities, and power-up sounds.
(Screenshot of one of the many Reaper sessions for this project)
(Some sounds I made for the game)After they're designed and created in Reaper, they were sent over to FMOD to be sorted into events to be played. The FMOD project mainly does the heavy lifting on the mixing side of the process, including bus organization and sidechaining. (Buses are clearly sorted so mixing in FMOD becomes easier)(Simple demonstration of sub-bass sidechaining in action)An audio manager C# script was created to catalogue all of the FMOD events and functions for programmers to use to make the rhythm system. A major mechanic of this project was that the bpm of the song changes based on the player's health, meaning bpm needs to be manipulated precisely at all times. After a lot of experimenting with FMOD and Unity, I created a function that would change the song's bpm by stretching the song using the song event's pitch parameter.
(Showcase of BPM change function in action)(Easy-to-call functions and variables in audio manager script)