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real action RPG style header image with spells and wizards, no letters, suitable for WIX s

Audio Coding for Action RPGs in Unreal Engine.

DALL·E 2024-11-27 18.16.17 - A mystical scene featuring a wizard casting a spell with magi
Lightning Spell

Lightning Spell

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Spell Cast Lightning

The lightning spell implementation in Wwise utilizes a multilayered Actor-Mixer hierarchy designed for dynamic playback in Unreal Engine. The setup includes random containers for electric zaps to introduce variation, while nested random and sequence containers structure additional layers for controlled playback order. Randomized automation parameters are applied to key properties such as pitch, volume, and playback offset, ensuring natural variation across instances.

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In Unreal Engine, the sound event is triggered through Blueprint, allowing for real-time parameter adjustments based on gameplay conditions. RTPCs (Real-Time Parameter Controls) dynamically modify sound properties such as intensity and distance-based attenuation, while switch containers manage contextual variations.

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The rune engraving aspect of this design is further enhanced by an RTPC linked to Unreal’s animation montage, using a low-pass filter to sync the sound with the animation and add expressive nuance. 

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The blue indicator ring marking the spell's area of effect, an SFX is implemented as a Wwise event tailored specifically for the lightning spell. Each spell’s area of effect features its own unique event as the duration varies in timing. To manage these differences, I developed a function in Unreal that dynamically compensates for the timing across different events.

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When the lightning strikes, layers of sound effects are triggered—thunder rumbling and electrical zaps crackling through the air. These effects play only if an enemy pawn is hit, thanks to the logic I implemented to track successful hits, which can be applied across all spells.

DALL·E 2024-11-27 18.16.02 - A mystical scene featuring a wizard casting a spell with magi
Invisibility spell

Invisibility spell

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Invisibility Spell

In this spell, the character transitions into an invisible "ghostly" form for a few seconds before returning to their natural state. Inspired by the ethereal and otherworldly nature of this ability, I decided to lean into a ghostly aesthetic for the sound design.

The transition begins with a rune engraving sequence, accompanied by intricate foley effects that symbolize the mystical nature of the spell.

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As the character enters "ghost mode," I layered different voice effects and reverse audio designs to evoke the sensation of being "sucked out" of the physical world.

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While in ghost mode, the sound design for the character's footsteps and locomotion plays a crucial role in immersing the player. To achieve this, I utilized a dedicated random container within the footstep switch container. This container dynamically posts a switch when the character enters or exits ghost mode.

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When the character reemerges into their visible form, the sound design conveys a dramatic return to this realm or dimension. Through careful blending of haunting tones and dimensional shifts, the audio not only enhances the visual elements but also immerses the player in the supernatural essence of the spell.

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