SOUND DESIGNER
Provencal Stylised VillageSound implementation in Unreal Engine 5 project using Metasound.
Use collision boxes calling different sound events.
Apply differents FX via Submixes/Sounclasses.
Create blueprint to manage ambiences with the Soundscapes tool.
Create blueprint to manage footsteps sounds with surface switch.
ShotLock Mechanic #Mix&Jam #Smooth McGrooveSound implementation in Unreal Engine 5 project using Wwise.
Calling Wwise events from Unity animator timeline.
Use ducking via Wwise MasterMixer.
Use RTPC to increment pitch on attack hits.
Create iterations on Reaper using LKC variator tool script.
MarioParty Mechanic #Mix&Jam #Smooth McGrooveSound implementation in Unity 6 project using FMOD.
Use snapshots to create dynamic mix in game.
Creation of a script in C# to manage UI sounds implementation.
Implementing sounds with the function on animation method.
Using FMOD parameters to switch dynamically in game.
Military HangarSound implementation in Unreal Engine 5 project using Wwise.
Use profiler to control voices and their sending.
Use RTPC to create dynamic ambiences with blend/switch containers.
Use AK spatial audio volumes for roomtones and FX.
Create blueprint to call events like switch groups in Wwise.