Technical Sound Designer

 

Portfolio

Audio implementation of the Unreal Shooter Demo project using Wwise.

Ducking system using Wwise Meter and RTPC, Position Editor, States, Switches etc...

Automatic real-time generation of reverb parameters with a raycast-based scanner.
 

In the first part, I explain the blueprint logic and in the second one, I show the reusability and flexibility of the tool.
 

C++ Breakdown of my Audio Spline made in UE 4.26. gitHub

Demonstration of my Occlusion System built in Unity using C#.

A_Sound_Effect_Logo_300b.png

Sound Library of cloth movements.
I took as reference "Close Combat" by 
Boom Library.

 

Credits

Train Sim World 2
Dovetail Games

(Junior Audio Designer)

Implement audio assets in UE4 using Blueprints and proprietary system.
Observe practices to optimise game's performance.
Design audio assets using Reaper.

 

About

Hi! I am a Technical Sound Designer for video-games passionate about:

- Implementing audio in Unreal using the native audio engine or Wwise (using Blueprints or C++).
- Designing, maintaining, and debugging reusable audio tools (C++).
- Implementing new strategies to optimise game's performance.
- Learning new things.

I am currently employed as a Junior Audio Designer at Dovetail Games.