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 Design 
  • 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