
Audio concept, design, implementation, in Unreal Engine. Audio optimization for MetaQuest / Pico / Valve Index / Steam / Vive
The environment

Astrochef Environment
The scope and target for this procedural environment was to create an ambiance that reminded an open kitchen restaurant. Its difficulty was not to be reminded of Earth. I created an alien spaceship restaurant that players could casually enjoy. With subtle kitchen-like clicks and hums, ambient tones as a reminder that someone is working in the kitchen, and subtle dialogues of the customers enjoying eating, I create a natural yet foreign texture. A general muffled low-ended spaceship engine and the diegetic sounds meticulously enhance the ambiance, without reminding players of Earthly environments.
Endless music arrangement

ProceduralMusic
The artistic scope for in-game music was that it had to sound futuristic, casual, restaurant-style music, additionally, it had to be dietetic. So the players would hear it as it was playing from speakers in the restaurant. The technical difficulties were that it needed to be procedural and endless. So the design I created, relied on BPM and bar counters as metasound plug-ins. These patchers were used to play prefixed 16 bar loops of different patterns in different arrangements but they were always counted 16 bars. As a result, I created endless tracks where one set of patterns sequentially welcomed the next one.
The Knifesaber

KnifeSaber
The knife was one of the crucial tools in the kitchen and of the player's experience. Since the knife had a futuristic design and a laser edge blade, I wanted to sound like a small lightsaber. The game mechanics allowed me to create an intuitive metasound, were its tonality was controlled by the player's hand gestures and its proximity to them.
The Magnetic Hammer

Hammer
The hammer's design was very close design to the knife in both terms of mechanics and artistic direction. I had to create a metasound that encapsulated the heart of a lightsaber sound but in a more electromagnetic way. Of course, the velocity and proximity played a crucial role.
The stressful Oven

Oven
The oven was a simple yet interesting tool of the kitchen. With its futuristic way of functioning players had to load containers and press the right combinations of buttons to cook alien food or trash it. The timer on the oven was one of the very interesting things, as the counter went up players were endangering to burn their ingredients, I had to showcase that with the audio. My solution was to pitch up and speed up the clock and the beeps so that players knew they were close to burning things up. Additionally it gave a stressful flavor that my game director was looking at the time.