VR · GAME AUDIO · FMOD

SALARYMAN
RESCUE.

ROLE

Lead Sound Designer

PLATFORM

VR

TOOLS

FMOD · Cubase · Phase Plant

PROJECT

2022–2024

Building the sound of a surreal world through synthesis, environmental audio and interactive implementation.

As Lead Sound Designer on Salaryman Rescue, I created and implemented audio for the game's VR environments, combining original sound design, synthesis and FMOD implementation.

The examples below show selected elements from the project, from synthesised insects and environmental ambience to designed objects and recognisable sounds within the game world.

01

Cicadas & Insects

Synthesising a living insect environment.

Cicadas and insect textures were constructed through synthesis before being implemented and positioned within the VR environment using FMOD.

The system combines designed cicada and dragonfly elements to build an environmental layer that responds naturally as the player moves through the park.

IN-GAME RESULT

Park Environment

SYNTHESIS

Cicada Sound Design

Cicada textures constructed synthetically using Phase Plant.

FMOD IMPLEMENTATION

Cicada System

Cicada assets implemented within FMOD for use throughout the VR environment.

FMOD IMPLEMENTATION

Dragonfly System

Additional insect behaviour implemented as part of the environmental soundscape.

02

UFO

A dynamic UFO engine built from synthesised source material and driven by RPM.

Rather than using a single looping engine sound, the UFO was built from multiple synthesised layers. Wavetables created from various hardware synthesizers formed the source material for the engine.

In FMOD, the engine layers respond to RPM, allowing the character of the UFO to change dynamically with the craft. The tractor beam was designed separately using synthesis and layered sound design.

UFO synthesizer wavetable source material prepared in Adobe Audition

SOURCE DESIGN

Hardware Synth Wavetables

Synthesizer recordings prepared as multiple tonal states for the UFO engine.

RPM-driven UFO engine system in FMOD

FMOD · RPM SYSTEM

Dynamic Engine

Multiple engine layers crossfade across the RPM parameter to create continuous movement and variation.

UFO tractor beam sound design in Cubase and Phase Plant

SOUND DESIGN · CUBASE

Tractor Beam

The tractor beam was designed separately using synthesis, modulation and layered processing.

IN-GAME RESULT

UFO Sequence

03

Town Ambience

Building the wider environmental soundscape.

Environmental audio establishes the surrounding town beyond individual sound effects, giving the VR space a broader sense of place and activity. The environment includes individual soundscapes for the ramen bar, convenience store, karaoke bar and vending machines, alongside smaller details such as bottles being opened and other sounds of activity throughout the town.

IN-GAME AUDIO

Town Environment

04

Pedestrian Crossing

Recreating a recognisable sound of the Japanese streetscape.

The pedestrian crossing signal was synthesised from scratch, recreating the characteristic electronic tone before being implemented as a spatialised environmental sound in FMOD.

Pedestrian crossing sound designed in Cubase using Phase Plant

SOUND DESIGN · CUBASE

Synthesising the Signal

The crossing tone was constructed through synthesis in Phase Plant.

Pedestrian crossing sound implemented in FMOD

FMOD IMPLEMENTATION

Placing It in the World

The finished signal was implemented in FMOD as part of the environmental audio system.

IN-GAME RESULT

Pedestrian Crossing

BEN SANDER AUDIO

Sound design built
for the world.

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