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.
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
Train Sim World 2
(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.
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.