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Game Developers
Exploring adaptive audio systems and real-time processing for interactive experiences
I'm learning how to build audio systems that respond to gameplay—from Unity's audio engine to middleware like Wwise and FMOD. Combining software engineering experience with psychoacoustic knowledge to explore immersive interactive audio.
Background & Skills
- Unity experience: Professional game development background (C#) from working at IGT on slot machine games
- Audio systems: Built custom music playback, playlist handling, and runtime-adjustable audio routing in Unity
- Procedural generation: Experience with chunk-based terrain, L-system vegetation, and spatial algorithms
- Real-time optimization: Understanding of performance constraints in interactive applications
- Audio DSP: Can implement custom audio processing when needed
Currently Learning
- Wwise & FMOD: Studying middleware integration and adaptive music systems
- 3D spatial audio: HRTF, distance attenuation, and reverb modeling for presence
- Unreal Engine: Exploring real-time audio analysis for visual effects integration
- Interactive audio design: How to make audio respond intelligently to player actions
Collaboration Areas
🎵 Unity Audio Systems
Building custom audio managers, implementing music systems, or handling complex audio routing
🌍 Procedural Audio
Combining procedural generation with adaptive audio systems for dynamic soundscapes
📊 Real-Time Analysis
Audio analysis for visual effects, particle systems, or gameplay feedback
🎛️ Custom Processing
Implementing specialized audio effects or perceptual processing within game engines
What I'm Exploring
- Adaptive audio systems that respond to player actions and game state
- 3D spatial audio for creating presence in interactive environments
- Real-time audio visualization for festival-style visual effects
- Perceptual mixing techniques for maintaining clarity in complex soundscapes
- Music systems with dynamic transitions and parameter-driven behavior
Potential Projects
Some ideas I'm interested in exploring:
- Unity audio systems for indie games—custom managers, music playback, spatial sound
- Middleware integration (Wwise/FMOD) for adaptive and interactive audio
- Real-time audio analysis for visual effects or gameplay feedback systems
- VR/AR spatial audio using HRTF and psychoacoustic principles
- Procedural audio generation synchronized with procedural world generation
🎮 Open to Game Audio Projects
I'm interested in collaborating on game audio—whether it's implementing audio systems in Unity, exploring adaptive music, or building custom audio tools for your project.
Working on a Game?
Let's discuss how audio systems and psychoacoustic processing can enhance your project.
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