Crimson Moon

Developed by Probably Monsters

In this gothic RPG, you embody the form of a Nephilim - half-human, half-angel hybrid forged to defend humanity from hell using supernatural powers, weapons, and melee combat abilities.

Developing the Audio & Tools

I joined Crimson Moon during an interesting phase of the game's audio - switching over from Wwise to Unreal's Metasounds. This came with lots of challenges, but also insights into what both systems expect and assume a game's audio to be. Instead of trying to force Metasounds to come to par with Wwise, we chose to adopt this tech's unique philosophy and go back to the drawing board for some systems.

Stack:

Unreal Engine 5.6 | Wwise | Metasounds | C++ | Python | Perforce | Team City

    Audio:

    • Developed a music system for Metasounds, highly flexible and programmable by designers using MS graph triggers, gameplay hooks and listeners
    • Hooked up Unreal's Chaos physics system to Metasounds, deducing in some cases physics events that are not exposed, such as scraping, rolling and gliding
    • Maintained and expanded the game's audio systems, together with their internal audio team

Coming out in 2026

Wishlist now!