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#.

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
Hello! I am a Technical Sound Designer for video-games passionate about problem solving and learning new things.
I am proficient in UE4 (C++ and Blueprints).
I am currently employed as a Junior Audio Designer at Dovetail Games.
In my own free time I like cooking and eating.
