A first-person audio-driven experience exploring how sound can take priority in gameplay and storytelling.
This was created during my final year project at the University of Staffordshire and is a WIP in preparation for showcasing @ GradEX in June 2026.
Solo Developer
16 Weeks
Unreal Engine 5 (MetaSounds, Niagara, Audio)
1
Most games rely on visuals for navigation, feedback and storytelling, with audio used as a supporting layer.
I wanted to explore what happens when that relationship is flipped placing sound at the centre of player interaction, perception, and narrative.
Sense. is a first-person vertical slice where audio drives the entire player experience.
Sound is used for:
• Navigation – via a radar sense echolocation system
• Feedback – through environmental and surface-based audio response
• Storytelling – using diegetic phone calls and internal voices
Built using Unreal Engine 5 and MetaSounds, the project focuses on creating a readable, responsive audio space that replaces traditional visual design.
The core mechanic allows the player to “see” the world through sound.
A player-generated pulse emits into the environment, returning information based on geometry, distance and material.
Key Features:
• Audio-driven spatial awareness
• Visual feedback derived from sound interaction
• Surface-dependent response (geometry based decals, materials & VFX)
This system acts as both a navigation tool and a foundation for player understanding of the world space.
The project was built around a reactive audio system using MetaSounds Unreal Engine.
Key Systems:
• Layered ambient audio linked to trigger zones
• Dynamic sound reflection based on spatial data
• Diegetic audio cues replacing traditional UI prompts
Design Focus:
• Clarity for the player – ensuring sounds are readable and purposeful
• Frequency separation – preventing overlapping audio confusion
• Player trust – consistent audio behaviour to build understanding
The goal was to create a system where players rely on sound instinctively, rather than treating it as background detail.
The experience is structured as a short narrative-driven vertical slice:
• Opening cinematic – abstract nightmare sequence introducing internal voices
• Phone call – transitions into gameplay tutorial through diegetic dialogue
• Apartment exploration – player learns navigation through sound
• Stairwell and rooftop – expanded space with environmental audio and NPC interaction
Each stage introduces new layers of audio complexity, gradually building player confidence in the system.
I followed an iterative development approach, using playtesting to refine the core mechanic and player experience.
Key Findings:
• Players initially struggled to interpret overlapping audio cues
• High-frequency sounds were easier to associate with interactable elements
• Too much visual feedback reduced reliance on sound
Changes Made:
• Simplified audio layering to improve clarity
• Redesigned player movement & the level design
• Reduced visual information to reinforce audio reliance
This process helped balance readability and immersion, ensuring the mechanic remained intuitive.
The audio design focused on creating a system that is both immersive and functional.
Approach:
• Prioritised gameplay clarity over cinematic realism
• Designed sounds to convey spatial and material information
• Used diegetic audio to replace UI and guide the player
Tools:
• Unreal Engine 5 (MetaSounds & Audio Systems)
• Logic Pro (Sound Design & Processing)
The aim was to treat audio as a gameplay system, not just an aesthetic layer.