Summary
Overview
Work History
Education
Skills
Timeline
Generic
Flannery  Collins

Flannery Collins

Summary

Experienced Technical Sound Designer and Game Developer, former Software Engineer with 8+ years of working in the computer software development industry. Has a demonstrated history of working in the Unity game engine including, but not limited to: sound design, game audio implementation, scripting, game design, scene building, animation, creating/editing textures, and state machine integration.

Overview

8
8
years of professional experience

Work History

VR Technical Sound Designer

Meta Horizon Worlds
10.2022 - Current

- Ingested and maintained audio assets in the Horizon Worlds Library through the A360 audio engine
- Created and maintained mix busses; routed mix busses for in-game dynamic audio ducking
- Fixed UI bugs with the A360 audio engine tools in C#
- Found and troubleshot platform-wide audio bugs in both live and development builds
- Wrote code systems to control who heard in-game audio (1p, 2p, 3p)
- Implemented both emitter and global based voice limiting of audio assets
Ouro, Super Rumble:
- Designed and implemented different weapon SFX (pistol, auto rifle, railgun, grenade and rocket launcher, sword)
- Implemented fire, dryfire, tails, mech layers, trigger pull, reload, clip in/out, bullet impacts and explosions based on hit location
- Designed a system in TS to control if a player’s gun should sound indoors or outdoors based on if the player was inside of a building
- Performed VO recording, mixing, processing, and implementation through code
- Designed and implemented environment SFX and ambisonics

- Changed ambisonic environment audio based on player location (indoor vs outdoor, different buildings, etc.)
- Designed a custom ambient audio system by creating a list of ambiences that moved in different spatial directions and choosing one at random every X seconds
- Implemented custom attenuation curves for both weaponry and environment SFX
- Created and implemented UI SFX

- Was responsible for mixing all the audio in the game, both in engine and in VR

Ouro, Unreleased Rouge-like FPS game:

- Created and implemented SFX for Rouge-like character class types, including their weaponry and special abilities
- Created and implemented SFX for multiple enemy types, including ground fodder, elites, flying shooters, exploders, and different bosses
- Wrote a custom dynamic music system in TS to control the play, stop, fades, and delay transitions between different music songs and intensity levels
- responsible for designing and implementing ambisonic audio for gameplay maps based off of environment factors: dessert, cave, snow, grasslands
- Helped create spawnable assets, including weapons, characters, and effects

Main St & Connect:
- Changed attenuation of player VOIP audio based off player's in-game location
- Implemented interactive map SFX: Balloon Grab, butterfly catch, etc.
- Implemented crowd Walla ambisonic based on current in-game player count
- Controlled music layers, intensity, filtering, and occlusion in different zones of the map based on player location and interaction

Software Engineer/Unity Game Developer

Tech Wizards Inc.
01.2017 - 10.2022
  • Worked with game designers, Naval SMEs, and educational experts to design and develop robust training solutions to meet client requirements for functionality, scalability and performance.
  • Simulated real-life, complex Naval hardware systems in detailed C# state machine which linked to FPS-style, open world training environment used to generate instructor lesson plans, gamified tests, and graded student reports.
  • Led a team of engineers/game designers that developed a realistic fire/flooding damage control virtual reality simulation and assessment tool in Unity for Samsung Gear VR headset, compatible with Samsung Android smartphones, in accordance with real-life naval procedures
  • Developed virtual reality simulations utilizing Optitrack motion capture software, Unity, Oculus Rift HMDs, and backpack computers for: Naval computer hardware maintenance; Bridge-watch training; Ship fire/flooding damage-control scenarios.
  • Created instructional interactive videos, graphics, and renders in Unity for naval weapons training systems utilizing both 3D and 2D elements.
  • Created and implemented UI elements for menus and character dialogue in Unity.
  • Recorded audio in live naval environments
  • Acted as Sound Designer, implemented SFX and Voiceover for multiple 3D and VR projects in Unity
  • Worked as C#/.Net and SQL dev on web-based F-18 Strike Aircraft Modification Scheduler application.
  • Represented the company at college job fairs and national-level trade shows including: I/ITSEC, Sea Air Space, Surface Navy Association Symposium. Responsible for designing booth setups and interacting with high-ranking military personnel and/or potential customers.

Education

Bachelor of Science - Computer Science

University of Mary Washington
Fredericksburg, VA
12.2016

Skills

  • Game Engine Expertise, Including: Unity, Unreal, Horizon Worlds
  • Software and Game Development
  • Game Mechanics Design
  • Object Oriented Programming
  • Proficient in Typescript, C# and Java, experienced in SQL, C, C, XML, HTML, Python
  • Version Control Expertise: SVN, Git, Redmine, Mercurial
  • Digital Audio Workstation Expertise
  • Game Audio Integration
  • Audio Middleware/Engine Expertise
  • Audio Editing and Production Expertise
  • Surround Sound and VR Audio Mixing
  • Working Proficiency in Spanish

Timeline

VR Technical Sound Designer

Meta Horizon Worlds
10.2022 - Current

Software Engineer/Unity Game Developer

Tech Wizards Inc.
01.2017 - 10.2022

Bachelor of Science - Computer Science

University of Mary Washington
Flannery Collins