top of page
I had a hand in a lot of the implementation of the game's audio. Ranging from things such as creating notifies to be used in animation markups for audio, implementing occlusion tracing solutions, using custom Audio Volumes and snapshots to create ambiences, material detection for surfaces so things like footstep audio can change when walking on different physics materials, and many more.
Listed below are just a couple of the systems I'm able to showcase here.
bottom of page