Wwise-integrated game audio, adaptive systems, and real-time audio programming for interactive experiences
Game audio integration is not a peripheral skill here โ it's a primary focus. Mystic Realms is a working 2.5D Unity platformer with a fully authored Wwise 2025 pipeline: RTPC-driven adaptive music, surface-based audio switching, spatial reverb zones, and psychoacoustic ability design. The RTPC Curve Editor is a standalone WPF/.NET 10 tool built outside the DAW for designing and exporting Wwise curves as XML.
2.5D action-platformer in Unity 6 with a full Wwise 2025 audio pipeline. RTPC-driven adaptive music, surface-based footstep switching, spatial reverb zones, raycasted occlusion, and psychoacoustic ability audio. The anchor piece for game audio and interactive systems work.
Standalone WPF/.NET 10 desktop tool for designing and exporting Wwise RTPC curves. Bรฉzier handle control, Wwise-matched preset shapes (Log, Exp, S-Curve), multi-curve comparison, and direct XML export. Built because Wwise's internal curve editor has no external workflow.
Runtime-generated open world with chunk-based 3D terrain, L-system vegetation, Mitchell's Best Candidate spatial distribution, multi-modal animal controllers, and a custom audio system with per-channel routing and playlist handling.
Full Wwise authoring and Unity integration โ adaptive music, spatial audio, SoundBank architecture, real-time parameter control
Combining procedural generation with adaptive audio systems for dynamic, context-aware soundscapes
Standalone tools for game audio workflows โ RTPC editors, curve libraries, analysis utilities
Perception-led audio design โ critical band masking, loudness mapping, reverb JND thresholds applied to game audio contexts
Engine, C# scripting, audio systems
Full audio pipeline and middleware
Gameplay, audio management, RTPC bridge
Desktop tooling (RTPC Curve Editor)
Wwise Unity integration
Particularly interested in projects that need Wwise integration done properly โ not just events posted from Start(), but a real adaptive pipeline with RTPC-driven music, spatial reverb zones, and a SoundBank architecture that holds up across builds.
Let's discuss how Wwise integration and psychoacoustic audio design can serve your project.
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