Wwise-integrated game audio, adaptive systems, and real-time audio programming for interactive experiences
Game audio integration is not a peripheral skill here, 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. BƩzier 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, 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, RTPC editors, curve libraries, analysis utilities
Perception-led audio design, 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, 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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