Annapurna funded a skunkworks group under the creative direction of famed music director, Chris Cunningham, to combine the efforts of taking the current iteration of VR and spatial design principles and pushing the extremes of visually-driven audio in that world. We built up a sandbox world called Polymash that tested new ideas daily in order to figure out where certain designs could eventually be expanded upon into a future project. As both a developer and designer, I was responsible for working alongside the audio engineers in bringing their procedurally generated ideas to life in a visual form while helping Chris iterate on certain ideas along the way.
To achieve a sound that was unlike anyone had ever heard of, we used a combination. of vvvv and WWise audio engine to craft new sounds based on certain variables that were derived from real-time visual elements. From a range of static scenes to fully interactive experiences, we pushed presence to new levels that even to this day is unseen in most games and media.
Clients: Annapurna, Chris Cunningham Stuidio, namethemachine
Tools: Unity (2018x-2021x), Houdini, SteamVR