THE BRIEF
Viral Impact is a serious game made for 's Heeren Loo, an organisation that supports people with Mild Intellectual Disability (MID). The game was designed to teach [TOPIC] in a way that feels approachable and rewarding for that audience. My job was to make the audio support that goal: friendly, clear, and never overwhelming.
THE APPROACH
For an audience with MID, I prioritised clarity over complexity. The music had to stay supportive without competing with the on-screen instructions, and SFX had to be unambiguous, every action should sound like exactly what it is. I built a small palette of [X] motifs and a tight set of UI sounds, then let layering and FMOD parameters do the variation.
MUSIC & SFX IN ABLETON
All music, ambience and SFX were built in Ableton Live. [DESCRIBE the main music theme (key, instrumentation, tempo, why it fits the game)]. For SFX, I worked from [recorded sources / synthesised in Serum / library samples] and processed in Ableton with [key plugins / techniques]. The ambience was layered from [X tracks] to give the world a sense of place without pulling focus from gameplay.
IMPLEMENTATION: UNITY + FMOD
Audio was implemented with FMOD Studio and integrated into Unity through the FMOD for Unity package. I built [N] events covering music, ambience, UI, and gameplay SFX, with parameters for [intensity / state / location] so transitions stayed smooth. On the Unity side, [scripting approach: single AudioManager? per-object emitters? event triggers from gameplay scripts?]. The hardest part was [SPECIFIC PROBLEM]. I solved it by [SPECIFIC SOLUTION].
KEY DECISIONS
Three decisions shaped the audio for this project:
- [Decision 1]: [why you made it, what the alternative was, what changed because of it].
- [Decision 2]: [why you made it, what the alternative was, what changed because of it].
- [Decision 3]: [why you made it, what the alternative was, what changed because of it].
WHAT I'D DO DIFFERENTLY
With hindsight, [SPECIFIC THING you'd change] (because [why]). Next time I would [SPECIFIC APPROACH] from the start, especially because [REASON tied to the brief or the players].