
Eetu Tähtinen - Game Audio Demo Reel


About me
Hello and welcome to my page! My name is Eetu Tähtinen and I'm a 30-year-old sound designer living in Tampere, Finland.
Ever since I started creating electronic music, I got intrigued by technical and creative side of sound. That interest of creating high-quality sounds combined with mind-challenging implementation problems eventually brought me into the great world of sound design! Besides working on different game projects, I spend my free time by playing all kinds of games and sports or building my sound library with my field recording kit.
To check out my CV, click here!
PROJECTS
StarCraft II: Legacy of the Void - Game Trailer Sound Design


StarCraft II: Legacy of the Void - Game Trailer Sound Design

Battlefield 1 - Game Trailer Sound Design
TRAILER SOUND REDESIGNS
Game trailer sound redesigns made for StarCraft II and Battlefield 1 Game Trailers. Sounds used are from SFX libraries as well as samples created by me.

Game Sound Design - UE4 & FMOD Implementation Demo
UE4 AND FMOD DEMO
UE4 Demo Level with FMOD integration. All the sounds are made by me as a combination of library sounds and bespoke recordings. Game functionality is done using Unreal's blueprint scripting and all the sounds are played through FMOD. Adaptive music system is used to change the music with the progression of the player through the game. The FMOD project is optimised to both mobile and PC platforms by using different encoding formats, dynamic bank loading etc.
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Cube Sound Design - Wwise Demo Reel
WWISE DEMO LEVEL
Some gameplay footage of sound design made for FPS game Cube where all the sounds are made by me and implemented to the game using Audiokinetic's Wwise.

UE4 Demo Level - Sound Design
UE4 DEMO LEVEL
Gameplay footage of UE4 demo level using Unreal's blueprint scripting to create soundscape for the game. Only the default footsteps and weapon sounds are original, rest of the sounds are made by me. Adaptive, dynamically varying and interactive sound systems are made to the game by using various different actors, triggers, sound cues and mixes. These are combined with different variables, events and a range of nodes to enable player progress and interaction in the level. Besides all the sounds, many of the actions are done using blueprints, such as door and elevator movements, machines, panels, destructible objects etc. Adaptive music system is controlled with blueprints throughout the level.
Trailer for a Nordic Game of The Year 2023 winner Skábma - Snowfall, which I did sound design on. This piece of trailer shows some snippets of sound design I've done for the game that includes various different environmental sounds like waterfalls, rivers, lakes and ambiences as well as player movement sounds, skill sounds, monster sounds and alike that can be heard in Skábma’s massive world. Besides planning and creating sounds, audio implementation to Unity was done using Wwise.
SKÁBMA - SNOWFALL GAMEPLAY TRAILER
LIFELEECH TRAILER
Trailer for an upcoming ARPG game LifeLeech. As a part of sound design team, I'm responsible for creating sounds and implementing them to UE4. Thus far I've been responsible for all the ambiences, zombie and enemy vocalizations/actions. Besides those I've been working on both Paladin's and Sorceress's abilities, skills, player movements, spells etc. including implementation through blueprints.
UNITY SOUND DESIGN DEMO
Coursework where the task was to create Unity scene from scratch including terrain, lighting, skyboxes etc. and create a soundscape fitting to it. I chose to go with sort of a safari type level, which was required to include various different ambience audio sources, different reverb zones, snapshot triggers, sidechaining, music etc. All the scripting was done using C#. And yes, the gun was mandatory to be included to showcase reverb zones etc.
Competition entries


User Interface Sound Design

My Entry for Blipsounds' February Sound Design Competition

My Entry for Blipsounds' January Sound Design Competition
COMPETITION ENTRIES
Competition entries for Blipsounds' monthly competitions and Boom Library's Sound Design competition. All sounds in these videos are recorded, edited and manipulated by me.
Game Audio Redesigns
Alan wake - Game sound design
Eetu_Tähtinen_Superpower
GAME AUDIO REDESIGNS
Clips of games where the audio has been redesigned using library and bespoke recordings.

Game Sound Design - Unity Racing Game Demo
UNITY RACING GAME DEMO
Small sample of a racing game made with Unity. All the visual assets used are free assets from the Unity asset store. Car's physics were premade so what I did was make the scene and sounds for the cars, plus some AI for the other car. Sounds used are self-made with a mixture of bespoke recordings combined with library effects. They include sounds for the car's turbo, brakes, crashes, wind, transmission etc. The AI car has different sounds to distinguish it from the player's car. Pitch is controlled through a script that detects cars' RPM.

MaxMSP - Global Warming Audiovisual Demonstration
MAX/MSP AUDIOVISUAL DEMO
This is a screen capture of a coursework done as a part of my studies in audio processing. The job was to create sounds for NASA's climate data of global warming over time and it's effects on sea ice, sea level, carbon dioxide levels and global temperature. Briefly showcasing the patches plus ideas and explanations of why I did what I did.

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