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  3. Arvutigraafika projekt (MTAT.03.328)
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Arvutigraafika projekt 2025/26 kevad

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Unreal Engine 5 Game Sound Design - Brackeys Game Jam 2026.1

Authors:

  • TOST Games - Programming, Game Design (https://tost-games.itch.io/)
  • Michael Roronoa - Level design, Game Design (https://roronoa-michael.itch.io/)
  • Timur Nizamov - Technical sound design, SFX design, music (https://timniz.itch.io/)

Goals of the project:

  • To learn Audiokinetic Wwise middleware - https://www.audiokinetic.com/en/wwise.
  • To advance sound design and technical sound design skills in UE5 (using Wwise).

Potential issues:

  • Wwise and Unreal Engine 5 integration itself. For example, features like Occlusion (diffraction or sound transmission) or setting reverb rooms can cause problems. But overall - just time consuming :).

Tech

  • Wwise
  • Unreal Engine 5
  • Reaper
  • Cubase
  • Soundly
  • Github

Link to the game jam itself - https://itch.io/jam/brackeys-15

Link to the game - https://tost-games.itch.io/little-hope-road-to-salvation

Demo reel -

Asset typeDescriptionAsset sourceStatus (Wwise & UE5)Status (Asset)
MusicPost-punk melody 1ComposedDone✓
MusicPiano melodyComposedDone✓
MusicGuitar melodyComposedDone✓
SFXCassette player: insertRecordedDone✓
SFXCassette player: playRecordedDone✓
SFXCassette player: startSynthesisedDone✓
SFXCassette player: endSynthesisedDone✓
SFXSteps (& Run): GroundSoundlyDone✓
SFXSteps (& Run): RockSoundlyDone✓
SFXSteps (& Run): Grass-groundSoundlyDone✓
SFXSteps (& Run): Platform-metalSoundlyDone✓
SFXSteps (& Run): WoodSoundlyDone✓
SFXSteps: Vent shaftSoundlyDone✓
SFXSteps (& Run): InsideSoundlyDone✓
SFXJumping (& Landing): GroundSoundlyDone✓
SFXJumping (& Landing): RockSoundlyDone✓
SFXJumping (& Landing): GrassSoundlyDone✓
SFXJumping (& Landing): BinSoundlyDone✓
SFXJumping (& Landing): WoodSoundlyDone✓
SFXJumping (& Landing): InsideSoundlyDone✓
SFXCrawling soundsMixed(Soundly)Done✓
SFXGenerator lever: pullMixed(Soundly)Done✓
SFXGenerator lever: loopMixed(Soundly)Done✓
SFXGenerator lever: power onSynthesisedDone✓
SFXGenerator lever: power offSynthesisedDone✓
SFXCart: lever pullingMixed(Soundly)Done✓
SFXCart: big lever pullingMixed(Soundly)Done✓
SFXCart: big lever loopMixed(Soundly)Done✓
SFXCart: loopMixed(Soundly)Done✓
SFXObject moving, wood: loopMixed(Soundly)Done✓
SFXObject moving, bin: loopMixed(Soundly)Done✓
SFXVent shaft opening/screechingMixed(Soundly)Done✓
SFXDoor opening/closingMixed(Soundly)Done✓
SFXGates opening soundMixed(Soundly)Done✓
SFXGates closing soundMixed(Soundly)Done✓
SFXHeadphone putting soundMixed(Soundly)Done✓
SFXDebris appearRecordedDone✓
SFXDebris cleaning (loop)RecordedDone✓
SFXBreatheMixed(Soundly)Done✓
UIMouse clickSynthesisedDone✓
UIMouse toggleSynthesisedDone✓
UIHintSynthesisedDone✓
AmbienceLakeSoundlyDone✓
AmbienceLamp ambienceSoundlyDone✓
AmbienceWind ambienceSoundlyDone✓
AmbienceForest ambienceSoundlyDone✓
Monologue tapeMonologue 1RecordedDone✓
Monologue tapeMonologue 2RecordedDone✓
Monologue tapeMonologue 3RecordedDone✓
Feature typeFeature DescriptionStatus (Wwise & UE5)
Sound MechanicReverb roomsDone
Sound MechanicAmbient damping systemDone
Sound MechanicWwise portals & diffractionDone
Sound MechanicStepsDone
Sound MechanicBreathingDone
Sound MechanicLever logicDone
Sound MechanicCassette player & headphonesDone
Sound MechanicTrolley/MinecartDone
Additional featureMonologue tapesDone
Additional featureAdditional buildsDone
Additional featureVolume sliders and their UIDone
Additional featureUI menu global sound fadingDone

Milestone 1 (09.03)

  • The working base game project is made by this milestone in collaboration with other professional Unreal Engine developers.
  • 3 musical tracks recorded
    • Post-punk melody 1 (4 hours)
    • Guitar Melody (4 hours)
    • Piano melody (4 hours)
  • Wwise audio middleware integration into Unreal Engine 5 project. (Git is set to a new dev branch and Wwise in integrated - 1 hour)
  • A decent portion of Sound Effects (with no integration) are created. (8 hours)

Real time estimation - 24 hours

Milestone 2 (23.03)

  • Wwise project setup - 1 hour
  • Some base SFX are switched for custom-made SFX and integrated into Wwise.
    • UI: Mouse click - 0.5 h
    • UI: Toggle - 0.5 h
    • UI: Hint- 0.5 h
    • SFX: Door - 0.5 h
    • SFX: Gates (Opening & Closing) - 0.5 h
    • SFX: Crawling - 0.5 h
  • 1 Sound Mechanic is integrated into UE5 and Wwise.
    • Steps - 2 hours
  • All required SFX are done.
    • Vent shaft opening/screeching - 0.5 h
    • Generator lever loop - 1.0 h
    • Gates opening sound - 1.5 h
    • Gates closing sound - 0.7 h
    • Object moving, bin: loop - 0.5 h
    • Object moving, wood: loop - 0.5 h
    • Headphone putting sound - 0.5 h
    • Big lever pulling - 0.5 h
    • Big lever loop - 1.0 h
    • Cart loop - 1.5 h
    • Door opening/closing -1.5 h

Real time estimation - 20+ hours

Milestone 3 (06.04)

  • Some base SFX are switched for custom-made SFX and integrated into Wwise.
  • All of the sounds are implemented into the game - 3.5 h
  • 3 Sound Mechanics are integrated into UE5 and Wwise.
    • Sound Mechanic - Cassette player & headphones - 3h
    • Sound Mechanic - Reverb rooms - 3h
      • Separate Reverb presets (in Wwise), which are then applied in Unreal Engine 5 editor for each AkSpatialAudioVolume. One preset for the whole world, on preset for the area within two big gates and one for the building.
    • Sound Mechanic - Levers - 3h

Real time estimation - 12 hours

Milestone 4 (20.04)

  • Some base SFX are switched for custom-made SFX and integrated into Wwise.
  • 3 Sound Mechanics are integrated into UE5 and Wwise.
    • Sound Mechanic - Wwise portals & diffraction - 6h
    • Sound Mechanic - Ambient damping system - 1.5h
    • Sound Mechanic - Trolley/minecart system - 2.5h
  • Additional feature(s) in/are integrated into UE5 and Wwise
    • Additional feature - Volume sliders and their UI - 2h
    • Additional feature - UI menu global sound fading - 0.5h
    • Additional feature - Monologue tapes - 3h
  • Wwise time-wasting - 2 hours

Real time estimation - 20 hours

Milestone 5 (04.05)

  • THINGS TO DO!!!!!!!!!!!!!!!
    • Volume sliders bug fix (Default values?). 1.0 hour - ✓
    • Lake ambience - change its value in a State and make a separate collider? Or just a 3D ambience. 1 hour - ✓
    • Finish the colliders for the ambient system. 1 hour - ✓
    • Place the remaining portals and reverb zones to the second complex, add colliders. 2-3 hours - ✓
    • Change the final music ambience panning 0.5 hours - ✓
    • Fix the gate issue 0.5 hours - ✓

Milestone 6 (18.05)

  • THINGS TO DO!!!!!!!!!!!!!!!
    • Lamps, sound diffraction and turn off/on logic 1.0 hour - ✓
    • Button toggle sound speed changing 0.5 hours - ✓
    • Breathing sound system (Advanced*** or simple?). ????? hours - ✓
    • Sound and volume polishing, music/monologue looping. 1 hour - ✓
    • Make a new main Windows build.0.5 hours - ✓
    • Make an additional build for Linux. 1.5 hours max - ✓
    • MAKE A VIDEO - 4 hours?
    • Reverb bug - 1 hour - ✓
  • Useful links for Wwise optimisation:
    • https://www.audiokinetic.com/en/community/blog/wwise-spatial-audio-implementation-workflow-in-scars-above/#optimization
    • https://www.audiokinetic.com/en/community/blog/audio-optimization-practices-in-scars-above/#optimization

You can add development notes here, or remarks on the progress / result. Screenshots and videos are always good!

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