Wickie and the Soul Keeper
Role: Audio Designer & Composer
Team Size: 17 (DADIU Production)
Engine: Unity
Duration: September 2022 - January 2023
Platform: PC
Link: https://dadiu.itch.io/wickie-and-the-soul-keeper
The Game
Wickie & The Soul Keeper is a vertical traversal puzzle-platformer set within a monumental clockwork lighthouse that guides souls to the afterlife. Players ascend the disrupted mechanical tower as Wickie, restoring its internal systems after a lightning strike throws the structure into chaos. The game emphasizes environmental control, mechanical rhythm, and atmospheric storytelling.
My Contributions
Interactive Audio Architecture & Implementation
I led the creation and architecture of the Wwise project from scratch, designing event hierarchies, state structures, RTPC logic, and a strategic bus routing system to support scalable Unity integration.
I implemented event-driven cues tied to player traversal, puzzle completion, and environmental changes. As well as, connected gameplay triggers using Unity colliders and state transitions to ensure responsive, context-aware audio behavior.
I structured modular systems that could dynamically adapt to progression rather than operating as a linear mix.
Environmental Systems & Gameplay Feedback
I designed dynamic audio layering that evolved as players ascended the tower, reinforcing vertical progression and environmental transformation.
I balanced atmospheric immersion with gameplay clarity by:
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Separating frequency ranges across buses
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Controlling layered intensity through RTPCs
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Tuning feedback timing to align with puzzle rhythm and mechanical motion
I created responsive audio cues for mechanical interactions while preserving readability during high-density moments.
Spatial Audio & Immersion
I integrated dynamic panning within ambient systems to create a responsive 3D soundscape. Included environmental elements that subtly shifted around the player’s position, reinforcing scale and vertical traversal without relying solely on visual cues.
Score Composition & Tonal Identity
I composed thematic motifs reflecting Wickie’s role as guardian of the tower, and developed dynamic musical layering to support tension and pacing across traversal sequences.
I designed the final mix and mastering for both soundtrack and in-game SFX, ensuring tonal cohesion and clarity across gameplay, environmental, and narrative states.
Iteration & Collaboration
I conducted continuous in-engine playthrough testing during implementation to refine timing, spatial clarity, and mix balance in context of gameplay pacing.
I also worked closely with designers and programmers to align audio pacing with traversal rhythm and ensure clean event triggering and optimization within Unity.
Design Challenge
Balancing rich environmental immersion with mechanical clarity was a central challenge. As well as iteration that was focused on preventing ambient masking of gameplay-critical cues while preserving the tower’s scale and spiritual tone.
Design Reflection
This project strengthened my understanding of interactive middleware architecture and how reactive systems differ fundamentally from traditional linear mixing workflows.
It reinforced how layered systems — mechanics, triggers, spatialization, and mix design — must operate cohesively to support player perception and agency.




