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OUTSIDE  THE  BOX  AUDIO

by pavel hlavatý

Sound design - video game music production Audio implementation

Hi, my name is Pavel. I am a passionate sound designer, music composer/producer based in Czech Republic. During my 6 year stay in the UK, I also took Music Production Course at Confetti College in Nottingham.

I have also picked up basic programming skills in Python, C#, and mostly in VBA.

In my full-time job as a Production Planner for the past 4 years, some of my daily responsibilities have included Production Scheduling, Resource Allocation, Demand Forecasting, communication with all departments to provide commitment dates for an ever-growing list of orders, problem identification and solving, data analysis, and process automation using mainly VBA.

I have gained some useful experience that I believe translates well into working in game audio world. Mainly communication and working in team


As some of my hobbies outside of music are HIIT workouts, skateboarding or cold plunging, some people say I am self destructive but I just find satisfaction in overcoming challenges, progression and pushing limits.

If you have any question or think I could fit your project, feel free to get in touch.

Some of my all time favorite games are Gothic 1 and 2, Mafia 1, The Legend of Zelda (Breath of the Wild, The Minish Cap, Link's Awakening), Star Wars Apprentice of the Force, Star Wars Battlefront ( the original), Star Wars Battlefront 2, GTA ( Vice City, San Andreas, V )

by pavel hlavatý

Key Skills and Experience

Music Production

  • Main weapon of choice is FL Studio. For past 15 years I have produced and released over 100 tracks. Images Line´s DAW is also my main tool for sound design, production, recording, mixing, mastering and perfect place for my laboratory audio-nerd experiments

  • Curently exploring new feature - Python scripting in FL Studio. Favourite plugins below.

  • IK Multimedia hardware emulations

  • Izotope Ozone, Neutron

  • UVI

  • Kontakt

  • Serum

  • BBC Sympohony Orchestra

Unity and C# 

  • I have developed a 2D metroidvania platformer game demo from scratch using C# in Unity and Chat GPT3.5. Writing scripts to control player movement, gameplay mechanics, collecting items, triggering Wwise events etc..

  • Available on Itch.io

Mixing and Mastering

  • For past 5 years I have been recording vocals, mixing and mastering electronic music for my personal projects and also other clients. Lot of this knowledge and experience translates to finish game audio project as welI

Wwise

  • Using features such as states, switches, random containers or callbacks and spatial audio to create immersive and non repeating audio environment. 

  • Lot of power is also contained in ability to route audio trough buses and create DAW-like environment for mixing to achieve perfect blend between all sounds.

VBA

  • Proficient in VBA (Visual Basic for Applications) scripting for Excel, automating complex data analysis and report generation tasks.

  • Experienced in SAP scripting, streamlining business processes and report automation within the SAP environment using VBA scripts that saved tuns of time and energy that can be now invested elsewhere.

Sound Design

  • Using sound to picture or video to achieve perfect match before implementing and further adjusting/mixing a sound effect

  • Recording or outsourcing foley sound to further manipulate it within DAW to create sound effect such as Spells, Combat sounds, Environmental sounds etc..

by pavel hlavatý

Game audio production and implementation 

Flickering street lamp sound effect process

  • Light bulb sound with added distortion

  • Box Collider trigger area that play the sound loop if the player enters it or stops it on exit.

  • float variable that randomly updates in predefined range and control the light intensity and lamp sfx volume

Lowering music using Wwise States

  • To aim players focus towards important message, low-pass filter is applied on background music by setting Wwise state

  • Once player displays message by entering collider, only the sound of the message being typed out is audible, the rest is pushed to the background

  • Once player decides to leave the colider, after short delay everything goes back to normal

Footsteps

  • Different types of ground have different sound when player walks on them

  • by assigning tag to each type of ground I am able to set Wwise switch and trigger different footstep sfx

Combat

  • Enemy footsteps and grunts implemented with attenuation to give the player sense of where they are before visual contact

SOME MUSIC I HAVE PRODUCED

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