Sound designer and Game designer
 Vilcane is a game created by a team of 30 senior students.  In Vilcane you take the role of an explorer who goes out to discover ruins containing ancient technology and magics, while having to solve puzzles and slay monsters along the way.

Vilcane

Vilcane | Role: Technical Audio Designer

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Vilcane is a game created by a team of 30 senior students. In Vilcane you take the role of an explorer who goes out to discover ruins containing ancient technology and magics, while having to solve puzzles and slay monsters along the way.

 When we started production on Vilcane, I was not experienced with Wwise, but me and the rest of the sound team came to the decision that it would be very beneficial for us to use Wwise for implementing the sound into Vilcane so that we would push ourselves to learn it.

When we started production on Vilcane, I was not experienced with Wwise, but me and the rest of the sound team came to the decision that it would be very beneficial for us to use Wwise for implementing the sound into Vilcane so that we would push ourselves to learn it.

 In just a couple of months, I was able to implement sound effects onto the creature and character models so that the sound would trigger with their animations.  I was able to add spatialization so that the sounds felt like they really belonged in that atmosphere.  I learned how to create random triggers so that repetitive sounds like footsteps or attacks would pull from a bank of various versions of the same sound, so that it would sound more natural.  The best part about this experience was that I loved every second of it, and it really opened my eyes to how much I love the technical side of Sound Design in video games.

In just a couple of months, I was able to implement sound effects onto the creature and character models so that the sound would trigger with their animations.

I was able to add spatialization so that the sounds felt like they really belonged in that atmosphere.

I learned how to create random triggers so that repetitive sounds like footsteps or attacks would pull from a bank of various versions of the same sound, so that it would sound more natural.

The best part about this experience was that I loved every second of it, and it really opened my eyes to how much I love the technical side of Sound Design in video games.