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UPSTANDER

Directed By

Van Phan

Description

An Oculus VR For Good 360 Film premiered at the 2020 Tribeca Immersive and at 

Cannes XR via the Museum of Other Realities (MOR). 

Technical 

I created the complete Spatial Audio Mixdesigned voices for all the characters, did Foley recordings, and all additional Sound Design. 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.

 

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RAMARA

Created By

James Powell, Ram Kaundinya, Adam Weesner

Description

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. 

Technical 

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. 

 

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Sonder

SONDER

Created At

MIT REALITY HACK

Description

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.

Technical 

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. 

 

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Find Out More On the DevPost & Video:
https://devpost.com/software/sondermitrealityhack

Beat Bully

BEAT BULLY

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Created By

Van Phan,  James Powell, Michael Armando, Huan Huynh

Description

Beat Bully was selected for the 2019 Oculus Launchpad program.  It's purpose was to foster agency in victims of bullying to seek help, as well as to empower bystanders to stand up and aid victims.  

Technical 

This project was created in Unreal EngineI 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 at Facebook HQ. 

 

VA Experience

Vio Audio Experience

Created By

Vio Audio

Description

An Oculus Quest  VR experience that uses spatialized point sources to direct players through different environments represented by ambisonic soundscapes. The player also has the opportunity to interact with music, mixing in stems of a song by changing the color of glowing orbs.

Technical 

I used Ableton &  Sound Particles  to design ambisonic soundscapes. Each soundscape comprises of many audio samples from prerecorded libraries, and sounds I recorded while traveling. Each sample is treated separately in Ableton with mixing tools, than exported into Sound Particles where I place them in 3-D space (along the X, Y, and Z).  The soundscape is then recorded with a virtual FOA microphone and encoded in the AmbiX (ACN-SN3D) format, which enables me to use it in audio middleware. I used Google's Resonance Audio in WWise, integrated into Unity, to implement the audio in the VR environment.  The soundscapes fade in and out when the player reaches specific objectives. I also used stems from a Cinelectric Remix of Alison Wonderland's song "Run" I produced to include interactive music.  When the player interacts with an object, Unity changes a parameter in FMOD that switches on different stems.

 

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AR Supercars

AR SuperCars

Created By

xScape Games

Description

Xframe cars are equipped with AR cameras that provide players with a first-person view of the action, projecting the physical environment as well as digital hazards and power-ups that are mapped onto the course. Players can trigger a speed boost, rocket launchers or other power-ups that have a real-world impact on the race. (In Development)

Technical 

 Telemetry is sent from IMU Sensors in the RC car to the AR Supercar application, which includes information like Yaw Axis, G-Force, and acceleration. I use these parameters to control parameters in audio middleware to trigger sounds for drifting, crashing, and acceleration respectively.  Sounds for crowd reaction, music, items, and signals are triggered from the game state and player's input after Unity calls the audio events in response. 

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Cloudwave

CLOUDWAVE

Created By

Paul Leelaviwatana

Description

An experience-centered VR rhythm game for Oculus Quest. The initial Vertical Slice was built by Paul Leelaviwatana and a team part of the VGDA organization at CSULB. (In Development for Oculus Store submission)

Technical 

The experience uses music to procedurally create interactive floating orbs that fly toward you. This is done by analyzing changes in the frequency spectrum of the audio, then using that data to change visual parameters of the environment or spawn objects, similar to an audio visualizer. I joined the team as a technical sound designer to increase the ways in which the music changes the world around you and create more audio content for the experience

 

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Fantasy dARts

Fantasy dARts

Created By

Games For Love 

Description

dARts is an AR capable mobile dart throwing game published on the Skillz Platform. Battle against other players locally or online and put your "Skillz" to the test! A casual competitive game where you can earn points and see who is the best at darts. (Made for Skillz 2020 Kickoff Challenge) 

Technical 

I did the sound design & audio implementation for all sound effects, as well as music composition for the Main Menu and three levels. The ambiences are ambisonic mixes, so as the player rotates their phone, the environment sounds like it's spinning around them.

 

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