Header
KOEN SCHRAM


GAME AUDIO










What is the sound of the story you want to tell?











About me:

Having started my Audio Production course at SAE Amsterdam, I was happy to be offered a transfer to London, where I specialized in Game Audio. Here I graduated in December 2022, on the role of ambient sounds in open world video games, for which I interviewed sound designers from Ubisoft, Guerrilla Games and PitStop Productions.
During my course I have had the chance to develop my skills and knowledge in the fields of sound design, game engines, audio implementation, middleware and adaptive music systems.
I am currently working as a freelancer in game audio. Below you will find some of the services I provide and projects I have worked on. Enjoy!




Sound Design and Implementation




Tools of the trade

Having worked with Unity, Wwise and FMOD, I have an in depth understanding of the array of tools available to indie developers today. Having contributed to several game projects, I have a good level of experience in creating audio systems that integrate with game mechanics and enhance player experience through engaging soundFX, dynamic music and immersing ambiences. Learning and working with these tools has enabled me to deliver high-quality results for any project I have worked on.






Re-Sound Designs








PROJECTS



The Explorer

The Explorer is a tutorial project made by the Unity team. I deleted all audio assets and created all soundFX and music from scratch and implemented them back into the game. All sounds and music were customly designed, composed, recorded. Animal sounds were taken from libraries and manipulated - e.g. reversed and time-stretched. Ambience, interactables and music have been the main focus of this project. I have implemented a basic adaptive music system that progresses throughout the different stages of the game and uses environmental zones to change the mix, based on the players's location. All was done in Unity, no middleware was used for implementation.




Finding the right sound:

Most of the soundFX in this project were recorded while watching their live animations. This way, the timing, intensity and quality of the sounds could be matched very precicely. For more technical background information, see production report.
Click here to see: THE_EXPLORER_production_report.pdf
Click here to see: THE_EXPLORER_playthrough.mp4
Click here to download: THE_EXPLORER_build_1-1_win.zip





Rave at the end of the hall..!

The aim of this project was to play with acoustic spaces and the directionality of sound. Notice how the acoustic properties of the music are different in every space and how they change depending on the players position in the room! All assets were found on the Unity asset store. No middleware was used for implementation.


Snapshots

To get the acoustics right, the project uses multiple sound sources for the same music track. Box colliders trigger snapshots in the audio mixer to switch directionality of the sound.







Spyrja

This game was a collaboration of two, in which the sound and implementation were done by me and the programming and level design by a friend. FMOD was used as middleware to create variety in ambiences, footsteps, music and dialogue. Most of the environmental sounds were recorded in Scotland. The village itself was taken from the Unity asset store, as were the villagers, but the story line was created solely for this project as part of an assignment at SAE London.


The power of ambience:

Birds, sea, forest... Scotland was a great place to do field recordings for this project. It had everything we needed to create the rich ambience a game like this needs to represent the connection the Norse share with the natural elements.
Click here to download a recorded playthrough:
SPYRJA_playthrough.mp4






Adaptive Music Systems

This music system was created in FMOD using eight 16-bar tracks that I was provided with by my lecturer, Dr. J. Stonehouse. The system's adaptability is based on two parameters:

- Intensity: corresponding to the three game states
- Health: representing the players health bar

Click around and have fun!





Sequential Variance

Loop sections with a 50% trigger chance create randomised jumps through the sequence, resulting in continuous variaty in the progression.


Generative Variance

Randomised variations of musical colouring on top of the composition get triggered when the 'Intensity' parameter increases, supporting the flow of the game and giving the music a generative nature.







Linear Media - Neo Tokyo

This scene was created by a fellow student from the Animation department at SAE London. All sound design was done by me. The music in this video is slightly attenuated so the sound design can be heard more clearly. For a version with the music completely muted, please click here:
NeoTokyo (no music) - youtube



(music in the video is taken from Timesplitters 2)





Contact me at:   schram.koen@gmail.com

    +31 6 14525856