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.
- 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