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Jiahui Li

      Audio Engineer, Sound Designer
 

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Films & TV

Sound Design Show Reel

Game Projects

Frog Ninja

Game design, Programming, Audio Implementation, SFX

A three levels platformer game where player is a frog ninja who can kill enemies by shuriken. The ninja can jump very high with bouncing box and collect strawberries for points! The texture of music would change based on levels and the number of lives. Left and Right arrow: run Space bar: jump Up arrow: shuriken

Renaissance Quiz

Game design, Programming, Audio Implementation, SFX

Answer tricky questions about Renaissance history and art!

Snow Boarder

Game design, ProgrammingAudio Implementation, SFX

It is a ski game built by Unity. The goal of player is reaching a red tree which is the finish point. Player use left and right arrow to control the rotation of character's body, in order to follow the contour of ground. Up arrow can speed up, and the game will start again when the character crash. 

Captain Cosmo and the Dread Pirates

Music, SFX

Do you remember the times you spent playing with your toys as a kid? Those moments felt so real, and alive! Play as your favorite toy Captain Cosmo, and help him defend the toybox against the evil pirates in this action-filled, cartoony FPS!

Music Works:
 

Audio/Visual Interactive Works:
 

Human Qualities (Max/Msp/Jitter)

This project is inspired by the work “Sphere Packing: Bach,2018” from Rafael Lozano-Hemmer. Instead of creating the clashing sounds of Bach’s music, I decided to use short recordings of words from different languages, and let them clash and dance with background music I wrote. I reached out to several people and let them record “the best and the most important human qualities” in their perspective. It is very lucky for me to collect 57 files with 8 different languages. I use Jitter to create the visual interaction with recordings, and design the pace of playing recordings carefully to build the climax and cadence of the background music. Users can apply WASD keys to change the position and direction of words flying on the screen. 

The difficult part in this project is editing audio files which are recorded in different environments and devices, and also making the recordings interact successfully with visuals and music. The background music is a metaphor of eternal time and space, and loops of the recordings show that no matter how the history passes by, the best human qualities will never be changed.

Galaxy (Max/Msp/Jitter)

In composition, I try to use “random” objects a lot, because composers write and design every note consciously, and the randomizing can create unpredictable outcomes which the composer cannot. The whole piece is opened by a written melody, after the melody presented, the whole piece goes to three loops which are added up together. The first loop generates 16th notes by randomly selecting the chord note in each chord. The second loop randomly selects intervals to build chords on the root, with 8th notes rhythmic pattern and low bass instruments. The last loop is the only one without random selection. It generates the triad chord in synthesizer arpeggiator. Audience can hear the new layers coming in and added up together with different rhythmic patterns and instruments timbre. When it comes to audio-visual interaction, I choose to use notes value to trigger colors and change the RGB values in the movie. Since the first loop generates notes much faster than others, I decide to route the notes in the first loop to the color palette. The note value and color are matched and stored in the “preset” object and route to “jit.scalebias” object to change RGB value. When the piece plays in the first loop, the color of the movie will change automatically depending on the notes playing in real time.In the user interface, a big blue toggle is used to turn on and off the whole project. Three sliders are RGB values of the movie, which are designed for users to change it by themselves.

Collaboration
 

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