Technical Sound Design & Implementation
Procedural Logic: Decouples audio execution from hardcoded animation frames using an adaptive MetaSound and Blueprint architecture.
Dynamic Feedback: Tracks the runtime AmmoRatio parameter to dynamically drive a real-time pitch-sag and high-pass filter matrix during low-ammo and dry-fire states.
System Optimization: Replaces linear, baked asset variations with engine-side DSP to minimize memory overhead, maintaining a highly optimized runtime CPU core cost of 0.17% - 0.24%.
I have many more examples in Wwise, FMOD, and Unity that I would love to send.
Award-winning Audio Professional and two-time Grammy nominee with a proven track record of delivering high-fidelity sonic assets and system implementations for a diverse range of shipped indie game titles. Combines elite-tier acoustic and musical capabilities with a strong technical foundation in procedural audio synthesis, middleware integration, and engine-side optimization. Experienced project leader expert at linking artistic vision and technical execution.
Engines & Middleware: Unreal Engine 5 (MetaSounds, Blueprints), Unity 6, Wwise, FMOD.
DAWs & Mastering: Nuendo, Cubase, Reaper, WaveLab Pro, Dolby Atmos spatial audio design.
Technical Implementation: Procedural audio architecture, dynamic mix systems, parameter-driven runtime DSP, performance profiling/optimization.