Technical Sound Designer
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.
Demonstration of my Occlusion System using C#. Click here for more info.
Sound Library of cloth movements.
I took as reference "Close Combat" by
Hi! I am a Technical Sound Designer for video-games passionate about:
Implementing audio assets into Unreal using the native audio engine or integrating Wwise (using Blueprints or C++)
Designing, maintaining, and debugging audio tools such as acoustic systems.
I am currently employed as a Junior Audio Designer at Dovetail Games.