VR / MR / XR
Wolves In The Walls
I was a technical/creative audio designer on the FaceBook Immersive audio team which also won an Emmy for audio along with the experience winning an Emmy.
I was responsible for:
- Sound Design & Creature vocal design + Implementation on Various Scenes in Chapter 3
- Technical implementation in Blue Print Scripting
- Prop physics audio design & implementation
- Foley system design to handle slow-mo
- Primary scene work : Wolf Door attack, Wolf Solo booths, Wolf multi-room chase sequence.
Horizon Worlds – Various Experiences
Experiences in Metaverse
I was responsible as:
1st Party Game Audio Lead
– Co-ordination & collaboration with other team members in a fully remote environment to create bespoke experiences and advancing the platform.
- Audio on multiple experiences
- Sound DesignÂ
- Music including editing, composition
- Implementation
- Feature Technical Designs
- Optimizations and debugging
- Scripting using visual scripting language
World Builder – Audio Technical Designer
- Audio tools feature design & programming
- Audio debug tools programming
UNREAL 4 – VR – Personal Project
Currently a WIP v3 – There are improvements coming!
I was responsible for:
- Creation of original SFX for all audio.
- Replacement of New UE4 Audio Engine with WWise Integration.
- Scripting audio and bot behaviors in Blueprints
- Real time saber audio – movement, rotation, interaction with ground, interaction with turret bullets.
- Variable Saber starting sounds (not using single shot sounds)
- VR audio setup & mix
- Modeling and Scripting of Bot Behavior including randomized targeting and tracking player with ‘eye’
- Audio Mix & Master.
Bloody Zombies : PC, PS4, XBox 1, Switch, Steam VR
I was responsible for:
- Sound Design
I was brought on to replace most of the sfx and create new assets for combat, destruction, zombies creature design, game props and some ambiances.
Music was composed by Daniel Sadowski