Chronos [Sound Design, Wwise, and Unreal Engine]

Bill Rauscher

Game Designer
Sound Designer
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In my work on the Chronos project, I focused on two key goals. Firstly, we aimed to create a movement system encompassing actions such as player footsteps, jumping, landing, and wall clinging, ensuring fluid and responsive gameplay mechanics. Secondly, we aimed to create arena ambiance, adding depth and atmosphere to the gaming environment. I was responsible for the creation, processing, and implementation of game assets with Wwise in Unreal Engine. I used foley recordings of my own, those from online libraries, and processed them all in Ableton Live. These assets were then organized in Audiokinetic's Wwise, where I created SFX objects, Switch Containers, and Random Containers. These organized assets were then brought into Unreal Engine, where I used Blueprints, AK Audio actors, and Animation Notifiers to implement them. Through these objectives, I contributed to enhancing the overall quality and sonic palate of the Chronos project.
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