top of page

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
21 apr.1 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
21 apr.1 min läsning
bottom of page