Sound Design | Games Design
Adam Puttergill
Welcome to my portfolio! I'm a Computer Gameplay Design & Production graduate from The University of Staffordshire. I focus on sound design within Unreal Engine 5's MetaSounds, Sound Cues and Blueprints systems.
About Me

I've recently completed my B.Sc (Hons) at The University of Staffordshire and will be undertaking a Master's degree where I'll further my understanding of Audio Engineering, SFX Creation & MetaSounds Implementation.I've had a passion for Games Design for as long as I can remember - I grew up on games like Halo, Just Cause & FarCry and have been constantly inspired by the worlds found within them.I began to take music seriously aged fourteen, playing bass guitar and drums for several different bands throughout my high school years. After graduating high school, I stayed on as a teacher assistant for the music department for 4 months.I'd always known that I wanted to create games myself, but never expected these two separate passions to come together until I started exploring Sound & Audio Design during my second year at university.I've been heavily inspired by Sound Designers/Composers Martin O' Donnell and Mick Gordon and strive to produce quality work at such a standard one day.
Projects
Here you'll find a selection of my work - Explore my projects to learn more about my progress and aspirations.
The Buccaneer Brawl
Date: September 2024 - December 2024Role: Sound Designer, ComposerProject Type: Gameplay Vertical SliceModule: Rapid Games DesignTools: Unreal Engine 5, FL Studio, Garageband
The Buccaneer Brawl is a Low-Poly Turn-Based Battle game that I worked on with a group of 7 other students. Set in the golden age of piracy, the player can select different 'heroes' and compete in 3v3 fights as they destroy the local tavern - The Crooked Tooth.
I worked as the primary sound designer & composer for this project, curating sound effects from SoundSnap, balancing and editing them with FL Studio before implementing them into the game using Sound Cues. I created two original songs for the project - a menu theme and an in-game track. I also contributed to the game's conception and designed the characters & their abilities.Given the game's theme, I spent time researching the era, common weapons and different roles of pirates to gain an understanding of the time period before gathering appropriate sound effects for each character and their abilities.With my compositions, I researched other forms of media that were centered around pirates and drew inspiration from the music's string-centered instrumentation and decided to write a motif that would appear in both of the songs in order to create a cohesive soundtrack.
Zen Zone
Date: December 2024 - February 2025Role: Sound Designer, Composer, DeveloperProject Type: Gameplay PrototypeModule: Prototyping for Technical DesignersTools: Unreal Engine 5, FL Studio, Garageband
Zen Zone is a 2D-Top Down Life Sim game that aims to be as relaxing as possible. Through visual and audial effects, I've curated an atmosphere that encourages the player to let go of any stresses they may be feeling and explore a mystical realm where they can take care of and grow a variety of plants.
This project focused on creating a variety of systems within a new skill area. As such, I decided to try and create a 2D game in UE5 and explore the different plugins available to aid in that process.I spent time learning more about UE5's Sound Cues and how to use them to manipulate played sound effects during runtime, as well as how to sync them up directly with animations using notifies.I also composed two original songs for this project using GarageBand. I took inspiration from ChillWave music by incorporating melodies and counter-melodies using synths, as well as including an emphasis on the bass and simple drums.
Cosmic Fonk
Date: September 2024 - February 2025Role: Sound Designer, Composer, DeveloperProject Type: Gameplay Vertical SliceModule: Final Year ProjectTools: Unreal Engine 5, FL Studio, Garageband
Cosmic Fonk is a Side-Scrolling Rhythm game I created to support my Final Year Project, where I investigated different methods of tutorialization and assessed their strengths & weaknesses via playtesting. The game includes three different tutorial types designed to gradually progress the player through to the final level.
This was my first foray into UE5's MetaSounds system and I learned how to communicate with a MetaSounds output that tracks .wav markers using blueprints in order to spawn in different coloured notes with precise timing.For the investigation, I researched, designed and implemented a basic tutorial, video tutorial and curated tutorial for the project. I then ran several playtesting sessions with other students at the university and assigned them each a random tutorial to follow before playing through the final level.I recorded each player's accuracy on the final level and used this statistic to determine how each tutorial affected their performance. Additionally, I had them reflect on their own performance by filling out a NASA Task Load Index form which allowed me to gauge the effect that each tutorial had on their own confidence within the game.My hypothesis was that a curated tutorial would serve players the best, especially in the case of this game, and the results from playtesting supported this hypothesis. For a more detailed overview of this project and my findings, check out my Slide Deck here
Those Things From Below
Date: February 2025 - May 2025Role: Sound Designer, Games DesignerProject Type: Gameplay Vertical SliceModule: Senior Collaborative Games ProjectTools: Unreal Engine 5, FL Studio
Those Things from Below is a 3D Horde-Shooter set during the industrial revolution. The player finds themself in the depths of a run-down factory and must fight hordes of cursed, indescribable creatures in order to restore power to the factory, manufacture more weapons and escape.
I primarily worked on sound effects & sound systems, curating sound effects from SoundSnap and implementing them into Unreal Engine. I used a combination of Unreal's Sound Cue & MetaSounds systems in order to foster a dynamic soundscape that reflected the eerie tone of the gameplay and brought the factory to 'unlife'.Being the only person in the project working on sound effects, I was constantly communicating with different departments (design, art, tech etc) to ensure that everything I was working on aligned with the vision of the game.I also had the opportunity to lead and direct a junior technical designer who wanted to create their own music for the game. It was a great pleasure to work with them - I helped them iterate on their demos for both a menu theme and in-game track by providing feedback and sharing examples of other games that had soundtracks to take inspiration from.