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Patrik Andersson


Procedural Wind in game
A Pure Data patch was compiled using hvcc & VS and then implemented in a Unity level using Wwise. The wind intensity is controlled by an RTPC which is tied to how far the player has moved up the hill. This results in a dynamic wind sound that adapts to the player environment and position without using a large set of samples. Inspired and intrigued by the works of Andy Farnell, Joshua D. Reiss, Charles Verron, David Moffat and others.
nilsjohanpatrik
för 3 dagar sedan1 min läsning


Game Jam Sparkhoppning
Worked with three others over a weekend to produce the gem that is Sparkhoppning I composed the hyped-up music and implemented it with a speed-based music-switching system. In addition to the music, I also put in many of the spot SFX for the obstacles that appear on the track. Game was made over a weekend in Unity. Music was made with Reaper and implemented using FMOD. The video description contains links to both the game executable and the source code on github
nilsjohanpatrik
för 3 dagar sedan1 min läsning
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