Space Invaders: World Defense

Space Invaders: World Defense
Client:
Google / Taito
Production Partner: UNIT9
Platform: Mobile AR
Engine / Middleware: Unity / FMOD
Role: Head of Audio

Shipped commercial mobile AR game. I directed the score, led the full audio pipeline, and supervised FMOD implementation in Unity through final validation.


What this was

Space Invaders: World Defense reimagined the franchise as a location-based AR mobile game, using the player’s real-world environment as the battlefield. The audio had to support gameplay clarity, spatial awareness, and the scale of the IP inside a real-world AR experience.


What I owned

  • Led the full audio direction and strategy for the title. Recruited, briefed and approved external composer and sound vendors, managing revision rounds, delivery expectations, and final implementation readiness. 

  • Recruited, briefed, directed, and approved external music and sound vendors, selecting partners based on interactive design fit, delivery reliability, and implementation readiness for a mobile AR game

  • Wrote the interactive music approach, working to specific Taito / Space Invaders IP requirements and history of the franchise.

  • Delivered music brief to vendors, translating gameplay, player fantasy, spatial AR requirements, and implementation constraints into clear direction for composer and sound vendors.

  • Managed audio pipeline timelines and cadence, revisions and approval phases, and signed off all assets for implementation readiness, validating music, spatial audio, and SFX behavior against mobile AR gameplay and platform constraints.


How the music system worked

  • Structured the audio approach around mobile AR constraints.

  • Unity-based spatialised audio, and FMOD integration.

  • Oversaw delivery of 3 original compositions, a defined music narrative arc and 78 SFX aligned to gameplay states, spatial interaction, and implementation requirements.

  • The audio system was built within mobile AR performance limits, validating spatial playback, asset scope, and implementation readiness against Unity / FMOD constraints. 

  • Structured the audio pipeline around mobile AR implementation realities, balancing creative ambition against platform, vendor, and delivery constraints.


Why it mattered

The final system supported real-world exploration without losing the identity and energy of Space Invaders. It also demonstrates vendor direction, implementation awareness, and audio leadership inside a shipped interactive game.

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