The Silence After – VFS Final Project

Spatial Audio Design

– I worked with atmoky and FMOD to achieve Binaural and Spatial Audio that worked with headphones and speakers. With these tools I was able to place sounds and build ambiences that immersed the player in our world. My goal was to ground the player with audio even though they had limited vision.

Ambisonic Recording of rain in the forest – Pacific Spirit Park
Ambisonic Recording of crows by a waterfall – Lynn Canyon

Audio Creation

I was able to combine sounds that I recorded in nature with everyday objects to create an impactful and realistic soundscape. The monster sounds are recordings from myself and my team members which I was able to edit and mix into life.

Recording of my voice with pitch, timing, EQing to create the sound of the monster breathing.
VO Recording of Rebecca Wass performing the opening distress signal.

Audio Implementation

I coded audio systems that worked with FMOD and unity to create a gradually mixing of ambiences as the player walked through the world. I was also able to code an Audio Occlusion code that was able to effect important sound sources if they are between a wall and the player.

Gameplay trailer of The Silence After – All sounds exist inside of the game.
Edited by Jordan Bzdel
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