Systemic Game Audio Implementation Demo – Unity + FMOD – Athanasios Mistilioglou

Опубликовано: 16 Май 2026
на канале: Athanasios Mistilioglou
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Interactive game audio implementation demo created with FMOD Studio and Unity, focused on system-driven player audio, environmental context, and adaptive music.

This project demonstrates how audio systems respond dynamically to player movement, speed, surface material, spatial context, and environmental transitions, without relying on scripted gameplay or trigger spam.

The scene is a simple custom Unity environment used purely as a test space for audio systems, allowing the focus to remain on behavior, consistency, and scalability.

🔊 Audio systems showcased
Player Foley System (systemic)
Velocity-driven footsteps (not animation events)
Surface-based variation (default / concrete / stone / wood)

Speed-based cadence, brightness, and subtle pitch variation
Cloth and body-movement layer increasing with speed
Jump, fall, and landing sounds driven by vertical velocity
Stop / skid sounds scaling with deceleration intensity
Environmental Audio
Global reverb system driven by a RoomSize parameter
Smooth transitions between exterior and interior spaces
Raycast-based occlusion with filtering and attenuation through geometry
Music System
Adaptive music event driven by a single MusicIntensity parameter
Continuous exploration pad layer
Bass layer fades in smoothly when entering the tunnel area
🎮 Audio walkthrough flow
Player enters the temple and reverb increases gradually
Footsteps adapt across different surface materials
Rooftop sound source demonstrates real-time occlusion through wall
Landing sounds change based on fall height and impact strength
Music transitions smoothly as the player enters the tunnel space

🛠 Tools & workflow
FMOD Studio – events, parameters, routing, modulation, and mixing
Unity – audio logic, spatial context, and real-time parameter control
Ableton Live – sound design, music creation, and asset preparation
Grandmother Moog – bass layer
Zoom H4n Pro – field recordings

OBS Studio – gameplay capture

All sound design and music assets were created by me using field recordings, synthesis, and sound design workflows.

This project is part of my ongoing portfolio as a Junior Technical Sound Designer, with a focus on systemic, interactive, and scalable game audio implementation.

📫 Contact: [email protected]

🌐 Portfolio: https://thanosound.carrd.co/