Metal Eden is a high-speed sci-fi FPS by Reikon Games, set inside MOEBIUS, an orbital
city turned deadly trap, where Hyper Unit ASKA fights through cybernetic warfare to
uncover Project Eden.
My Role on Metal Eden
Composer
Composed and produced the original adaptive score
Directed Sonic Mayhem’s collaboration, guiding creative needs and delivery of 8 additional tracks
Coordinated music decisions with directors, gameplay, programming and audio teams
Translated the musical vision into concrete in-game solutions through recording, mixing, implementation and testing
Worked with mastering engineers and maintained quality control across final music assets
Technical Music Designer
Implemented the full adaptive music system in Wwise and Unreal Engine 5
Built mission-based hierarchy, states, RTPCs, transition logic and in-engine music mixing
Integrated, reworked and mixed both my score and Sonic Mayhem’s tracks for gameplay use
Designed music behavior for exploration, combat, boss encounters and narrative moments
Continuously tested and debugged transitions directly in-game
Audio Director
Led the overall artistic vision for Metal Eden’s audio language
Defined emotional pillars, documentation structure, naming standards and implementation rules
Organized in-person studio playthroughs to review audio, identify issues and align the team around gameplay context
Assigned tasks, gave feedback to sound designers and maintained quality control across the audio team
Supervised voice recording quality control and reviewed narrative dialogue assets
Organized audio optimization work and made creative/production decisions to keep music, sound design, voices and implementation coherent
Sound Designer
Designed and post-produced all main narrative character voices
Created distinct vocal identities for Nexus, Aśka, Operator, Architect, Overseer and OS
Supported the sound design team by taking over selected gameplay audio tasks when needed
Designed selected UI/UX, alarms, signal sounds and gameplay feedback audio
Maintained sonic consistency between voices, music and the dystopian world
Official Soundtrack
The Metal Eden Original Soundtrack album features 22 tracks: 14 by Wioleta
Wnorowska (VOLA default) and 8 by Sascha Dikiciyan (Sonic Mayhem).
The complete score includes main themes, combat music, ambient pieces and bonus
tracks, covering the full emotional arc of the game.
I coordinated the collaboration with Sonic Mayhem from creative alignment to final
asset delivery, ensuring the licensed tracks supported the game’s cohesive audio
vision. I prepared assets, directed music placement, created hierarchy and RTPC
structures, implemented the material in Wwise, and mixed it in-game.
I led the overall artistic vision for Metal Eden’s audio language, combining creative
authorship with production structure.
My role covered end-to-end music direction and implementation, emotional pillars,
implementation rules, naming and documentation standards, and alignment between audio,
gameplay and narrative beats.
I also led the collaboration with Sonic Mayhem, supervised creative feedback, expanded
into voice design, and acted as a bridge between sound design, production, art and
gameplay teams to keep the whole experience coherent.
“Musically Wioleta is on another level. Her talent shines throughout Metal
Eden’s score. If you need a unique score for your game, Wioleta can deliver just
that.”
Sonic Mayhem (Composer)
“Her work as an Audio Director and composer on the Metal Eden project was
nothing short of outstanding. Her dedication and work ethic consistently
elevated the project.”
Marcin Sobczak (Sound Designer)
“From the very beginning I’ve been inspired immensely by the sonic identity she
created for the game with her music.”
Filip Krzyżykowski (Sound Designer)
“I can wholeheartedly recommend Wiola as an exceptional Music Composer and Audio
Director. She has a remarkable ability to translate ideas, emotions and
narratives into powerful musical experiences.”
Michał Konwicki (Audio Producer)
“Wiola delivered an incredible soundtrack that perfectly captured the tone and
energy of the game, and led the entire audio direction with clarity, creativity
and professionalism.”
Wojciech Rutkowski (Audio Producer)
Music Direction
I was responsible for end-to-end music direction and implementation, while also holding
the overall artistic vision for the game’s audio language. My role combined creative
authorship with production structure: defining emotional pillars, shaping implementation
rules, creating naming/documentation standards, and aligning audio decisions with gameplay
and narrative beats. I also acted as the communication bridge between sound designers,
production, art, and gameplay teams to keep the whole experience coherent.
The score for Metal Eden was built around four emotional pillars: tension, grief,
defiance and momentum. These pillars shaped both the composition and the adaptive music
system, balancing relentless arena pressure with controlled emotional release in
traversal and narrative spaces.
In Wwise and Unreal Engine 5, I designed a mission-based music hierarchy using
horizontal re-sequencing, vertical layering, gameplay/location states, RTPC-driven
intensity control and narrative stingers for key story and combat moments.
I composed and produced the core score, implemented all music in-game, created music
blueprints, collaborated with programmers on game-state communication, and tested
transitions across hundreds of gameplay scenarios so the score would feel alive rather
than simply triggered.
I implemented the Adaptive Score in Wwise and Unreal Engine 5, building a mission-based
system that connected gameplay states, locations, combat pressure and narrative beats
into one readable music hierarchy.
The system combined Music Playlist Containers, Switch Containers, RTPC-driven intensity
control, transition rules, stingers and Unreal Music Notification tags routed through
Blueprints. This allowed the score to move between exploration, combat, boss fights and
story moments while preserving emotional continuity.
I handled Wwise authoring, created music blueprints, collaborated with programmers on
state communication, and used debug workflows to validate whether issues came from
Unreal trigger logic or Wwise-side behavior.
Wwise RTPC / one-shot and loop controlBetween-arena layering and adaptive music tracksUnreal Engine music data table pipelineGameplay events driving music state changesMusic notification tags and trigger setup
The main menu theme for Metal Eden had to immediately communicate a world on the brink
of collapse: cold cyberpunk architecture wrapped around fragile human emotion.
I built it around three pillars:
Energy buildup that primes players for the adventure ahead.
Constant rising tension with eerie undertones.
The last traces of humanity inside a mechanized society.
Sonically, the track contrasts organic vocal melody with processed analog synths,
granular textures, and distorted bass. Key tools/instruments included Moog Subsequent
37, Korg Minilogue XD, choir layers, Kontakt libraries, and my own voice. The main motif
functions as a leitmotif, reappearing in narrative cues and gameplay states to connect
key story beats with the overarching theme of survival.
The process included close collaboration with the game director and creative directors,
mixing and collaboration with the mastering engineer, and Wwise implementation.
I was responsible for the full voice design of Metal Eden, shaping the sonic
identities of Nexus, Aska, Operator, Architect, Overseer and OS. Working in close
collaboration with the Art Director and character creator, I translated the original
creative vision into sound while proposing my own modern interpretations, ensuring
each voice supported both narrative intent and the game’s dystopian aesthetic.
Wioleta Wnorowska is a music producer, composer and sound director from Warsaw,
Poland, working as VOLA default.
She has been working in games since 2019, combining composition, technical music
design and sound direction. She served as lead composer and Audio Director on Metal
Eden at Reikon Games, leading the collaboration with Sonic Mayhem, producing most of
the soundtrack, implementing the adaptive score, designing all in-game voices, and
hiring and leading the audio team.
Her game audio work also includes RUINER 2, where she works as Technical Music
Designer and Sound Designer. She was nominated for the Digital Dragons Award for Best
Polish Game Audio 2025 for Metal Eden.
She graduated from the Academy of Fine Arts in Warsaw and the Fryderyk Chopin
University of Music.
“VOLA's leadership of our audio department brought Metal Eden's world to life in ways
we couldn't have imagined. Her ability to handle everything from sound design to music
composition while managing the team was exceptional.”
Reikon Games
Contact
If you like my music, sound design or audio direction, hit me up
I can join as a composer, technical music designer, sound designer or audio director.