Galactic Ultra Nebula
I had the opportunity to be the lead sound designer on a project in collaboration with the National Academy of Digital, Interactive Entertainment (DADIU). As the sound designer, my responsibilities included foley work, implementation, sound design, and mixing.
Our team, Off Balance Production, successfully published the game Galactic Ultra Nebula on itch.io (link).
In the game, I used real-time parameter controls (RTPC) to create more complex interactive sound systems that reacted to in-game parameters and player input. The project took eight weeks, including post-production.
I worked together with the composer Mickie Wriedt to create a dynamic soundscape that responded to different player inputs, changing the in-game audio in real time through techniques such as pitch shifting, filtering, sidechaining, and more.
Sound Designer / Foley Artist - Rasmus Enemark Nielsen
Music Composer - Mickie Wriedt
Commercial Sound Design
This is a commercial for Hogedruk-pro for which I created both the sound and music.
Jordy van der Laan and Bo Cootje, the two owners of Hogedruk-pro, came to my studio where we recorded the voiceovers for the video.
They wanted the music to remain in the background while still feeling energetic and supportive of their cleaning services. To achieve this, I used a lot of tonal, moving elements and applied sidechain compression to add a sense of movement and energy.
I also made sure to mix their voices to fit the outdoor environment by adding ambient background layers, making the dialogue sound naturally placed in an outdoor setting.
Sound Designer / Foley Artist / Music Composer - Rasmus Enemark Nielsen
Video recording - Jordy Van Der Laan & Bo Cootje
Spatial Audio In Unreal Engine
As part of my master’s thesis at Aarhus University, I tested Wwise spatial audio with a group of participants. After the test, I asked them to rank, on a scale from 1 (poorly) to 10 (great), how well they could locate themselves and certain sounds within the room.
The participants’ task was to find a flying insect in complete darkness, with no light source in the game. I created three versions of the game: one with spatial audio settings, one without, and a third with both spatial audio and a light source.
I reconstructed my apartment in Unreal and recorded/designed all the sounds for the player's actions, as well as the ambient sounds for each individual room.
The participants reported difficulty navigating without a light source, yet the results showed they were better at locating the sound in the blind version with spatial audio settings than without.
Being able to render sound in a 3D environment, utilizing reflections, spatial audio and three-dimensional audio objects, provides an enhanced simulation of human hearing, offering a greater sense of audible presence.
Sound Designer / Foley Artist - Rasmus Enemark Nielsen
Demo reel for Core Punk
This is a demo reel I created for the game Core Punk by Artificial Core.
Since the game is a role-playing game with various in-game biomes—such as winter landscapes, towns, grasslands and lakes etc. I designed distinct ambiences to reflect the diversity of each area, with some environments sounding busier than others.
I chose to mix the sound from the perspective of the playable character, making their sounds more prominent in the mix. Meanwhile, sounds from other characters are panned to reflect their positions relative to the player.
Sound Designer / Foley Artist - Rasmus Enemark Nielsen
Core Punk Video Game - Artificial Core