Moon Studios
Ori and the Will of the Wisps
Visit project pageAs part of the audio team that spearheaded content and tech while migrating from the original Ori project to the sequel, I single-handedly converted the audio framework from stock Unity to Wwise.
Additionally, I implemented dynamic music systems, designed SFX for ambiences, creatures, and props — and playtested the game regularly for mix and tech optimizations.
Migrating a beloved franchise to a new audio stack
Moon Studios was building a sequel to one of the most sonically rich indie games of its generation. The challenge going into Ori and the Will of the Wisps was not just matching the original's quality — it was rebuilding the entire audio infrastructure from the ground up, migrating from stock Unity audio to Wwise without disrupting a game deeply tied to its sound.
Single-developer migration, hands-on implementation
The Unity-to-Wwise migration was done solo — building the new audio framework, porting existing sound events, and establishing the patterns future audio work would follow. Alongside the infrastructure work, I designed SFX for ambiences, creatures, and props, and implemented dynamic music systems that respond fluidly to gameplay state.
Unity + Wwise — built from scratch
Every Wwise event, bus, and switch group in the game was established during this migration. Dynamic music was implemented with state machines and blend containers to give the score the same responsive, layered feel as the gameplay. Playtesting loops fed continuous mix and tech revisions through the full development cycle.
Shipped on PC, Xbox, and Switch
Ori and the Will of the Wisps launched to critical acclaim and was recognized for its audio. The Wwise framework built during production shipped intact and supported all post-launch patches. The game holds a 93 on Metacritic.