Project
BioSpine VR audio design
VR audio design and FMOD implementation support for a rehabilitation-focused serious game developed with Griffith University.
BioSpine VR audio design
BioSpine is a VR serious game developed by Griffith University for rehabilitation use. I was brought in to improve the audio experience and support implementation after collaborating with the team on a related project.
The work combined original sound creation and technical implementation. I recorded and designed the source sounds, then built the runtime behavior in FMOD to better match the spatial and interactive demands of the VR environment.
One of the key goals was increasing environmental believability without overloading the mix. For example, wind response is modulated based on player head tilt to reinforce directionality and movement in a way that feels natural in VR.
The river ambience was built from a spline-based distribution of sound emitters, averaged into a controllable source with variable spread based on distance. This allowed the water to feel present and spatially grounded while remaining manageable in implementation.
Clip summary
The embedded clip shows the in-engine result, including environmental ambience and how the spatial audio behavior supports player movement through the scene.
Commissioning and collaboration
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