These next few are UDK demos I made in school to learn the software. Lava Mine is a reverse engineering of the ambient music generator of Amnesia: Dark Descent. Racer is where I learned to sync music cues to gameplay events as well as account for bpm to sync cues in Kismet. Shock Rifle is just some fun weapon sound design.
I'll be the first in line to debate video games as an art form. I've played games since the NES days: in fact my dad swears that the soundtracks of Nobuo Uematsu (Final Fantasy) were wholly responsible in turning me into a self-motivated pianist and composer. Naturally, I think it takes a gamer to make sound for gamers. Let's crank things up to hard mode--I won't miss a beat.
I created an non-linear music system and ambient sounds to create a soundscape like you'd hear in a Dark Puzzle Game or Survival Horror.
A game made for the visually impaired. Nocturnissa is a game played with sounds and music, I wrote the script and the score. This was the project that cemented my knowledge of UDK and object-based implementation systems. Check it out!