Interactive audio

Backrooms game

As part of a game audio assignment i set out to make a backrooms inspired game, but where "the monster" was the space itself. It's luring the player with harmonious tones, and then *snaps* at you pulling you deeper when you get too far away from the correct path out of the labyrinth.


Depending on how many times you were snapped at, the space decides your fate at the end. If you have had two or more times where you got too far, you loose. Less than that you win!

FMOD was used to implement the audio in Unity, and Reaper was used to create all the sounds.

The video here shows a walkthrough, first the bad ending and then a win. Please watch with stereo headphones for the best experience.

Mountaintop Flowershop

I had an elective subject at Sonic College about game audio, this was made as the exam project.

I set out to create a car game, mostly because i was interested in creating an interactive motor, that actually sounded good, but i've also always loved games where you control a vehicle. The motor sound was created by recording a real life Hyundai I10 revving to different RPM levels. T

Then combining those recordings inside FMOD to seamlessly transition and pitch between those recordings. The car also ended up having different metal sounds to make it sound old, aswell as a metallic whine when braking.

The video here shows a little walkthrough. Please watch with stereo headphones for the best experience.

Interactive audio

Backrooms game

As part of a game audio assignment i set out to make a backrooms inspired game, but where "the monster" was the space itself. It's luring the player with harmonious tones, and then *snaps* at you pulling you deeper when you get too far away from the correct path out of the labyrinth.


Depending on how many times you were snapped at, the space decides your fate at the end. If you have had two or more times where you got too far, you loose. Less than that you win!

FMOD was used to implement the audio in Unity, and Reaper was used to create all the sounds.

The video here shows a walkthrough, first the bad ending and then a win. Please watch with stereo headphones for the best experience.

Mountaintop Flowershop

I had an elective subject at Sonic College about game audio, this was made as the exam project.

I set out to create a car game, mostly because i was interested in creating an interactive motor, that actually sounded good, but i've also always loved games where you control a vehicle. The motor sound was created by recording a real life Hyundai I10 revving to different RPM levels. T

Then combining those recordings inside FMOD to seamlessly transition and pitch between those recordings. The car also ended up having different metal sounds to make it sound old, aswell as a metallic whine when braking.

The video here shows a little walkthrough. Please watch with stereo headphones for the best experience.

Interactive audio

Backrooms game

As part of a game audio assignment i set out to make a backrooms inspired game, but where "the monster" was the space itself. It's luring the player with harmonious tones, and then *snaps* at you pulling you deeper when you get too far away from the correct path out of the labyrinth.


Depending on how many times you were snapped at, the space decides your fate at the end. If you have had two or more times where you got too far, you loose. Less than that you win!

FMOD was used to implement the audio in Unity, and Reaper was used to create all the sounds.

The video here shows a walkthrough, first the bad ending and then a win. Please watch with stereo headphones for the best experience.

Mountaintop Flowershop

I had an elective subject at Sonic College about game audio, this was made as the exam project.

I set out to create a car game, mostly because i was interested in creating an interactive motor, that actually sounded good, but i've also always loved games where you control a vehicle. The motor sound was created by recording a real life Hyundai I10 revving to different RPM levels. T

Then combining those recordings inside FMOD to seamlessly transition and pitch between those recordings. The car also ended up having different metal sounds to make it sound old, aswell as a metallic whine when braking.

The video here shows a little walkthrough. Please watch with stereo headphones for the best experience.