An Oculus VR For Good 360 Film premiered at the 2020 Tribeca Immersive Film Festival
I created the complete Spatial Audio Mix and designed voices for all the characters. A spatial audio mix is essential for a 360 film viewed in VR, providing truly immersive sound. Since the viewer is in control of the camera, the distance and direction of every sound source must be updated in real time to match where the viewer is looking. I designed the mix with Spatial Connect and DearVR Pro, then used FB Spatial Workstation to encode the 360 video with the ambisonic audio mix. I also implemented the sound into Unreal Engine with FMOD integration.
Vio Audio, Time Is Now Studios, Adam Weesner
Ramara ("Ra" meaning to bring light to and "Mara" being an antagonistic force of enlightenment) is a VR experience about bringing light back into a world consumed with darkness. Your goal is to protect a precious life source by manipulating the time of the darkness around you.
I designed the world in Unity, which features moving dark orbs that follow a looped path. I used Ableton to craft the sound emitted from the source by layering ethereal and distant vocals, and design the harsh feeling of darkness heard when the player is too far from the source. FMOD and Resonance Audio were use to spatialize the sound, along with a script using linear interpolation written in C# so that the sound of darkness always surrounded the moving life source, but was never heard while near it.
MIT REALITY HACK
An Alternative Method for On-boarding in Social VR. We prototyped an environment in which to foster embodiment, trust, and connection through shared experience. Each person has the option to sing and harmonize with the other, while interacting with plants and flowers that bloom upon touch and start to sing and join with you. Both have visual connection through an Aspen Tree in the center, these are special organisms as they are all interconnected by roots and are one genetic individual.
I used Ableton , FMOD & Sound Particles to compose a piece that could be sung by the players and all the flowers at once and remain in time and in harmony with each other, all happening inside an ambisonic natural soundscape. I mixed all the sound sources spatially with Resonance Audio and Unity so the music builds as you progress through the experience and the music sounds balanced and natural from all positions.
Find Out More On the DevPost & Video:
Van Phan, James Powell, Michael Armando, Huan Huynh
Beat Bully was selected for the 2019 Oculus Launchpad program. It's purpose is to foster agency in victims of bullying to seek help, as well as to empower bystanders to stand up and aid victims.
This project was created in Unreal Engine. I used Ableton & FMOD for the sound design and audio implementation. I also assisted in the creative direction, composed music, and did the stereo mix for the 2 minute trailer showcased during the Oculus Launchpad pitch.