Music for Games — Three Wwise projects showcasing adaptive audio systems with vertical layering, horizontal re-sequencing, and extensive RTPC control.
This collection showcases three distinct interactive music systems developed for the Music for Games final exam. Each prototype demonstrates different approaches to adaptive audio design, featuring vertical layering between Calm and Intense states, horizontal re-sequencing for variation, and extensive RTPC control systems.
All musical assets were composed, edited, and exported specifically for Wwise implementation, balancing coursework demands with creative exploration of interactive music techniques. Each project tells a unique story through dynamic audio that responds to gameplay in real-time.
Relentless pursuit through five surreal realms with escalating horror elements.
High-speed racing atop floating Egyptian pyramids, chased by celestial forces.
Strategic opponent elimination in cyberpunk arena with advanced RTPC systems.
Dynamic transition between Calm (foundational stems) and Intense (full orchestration) states with 0.5s fade transitions, creating seamless intensity shifts based on gameplay.
Alternating loop variations every 8 bars for key stems, creating organic musical evolution without repetition. Keeps the experience fresh throughout extended gameplay sessions.
Real-time parameter control for GameState, LevelStep, Victory/Defeat states, and spatial audio (DistanceReverb in ELIMINATION). Enables precise dynamic audio responses.
Custom transition audio between sections: risers, brass smears, and granular glitch effects for narrative continuity. Maintains musical flow during level changes.