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Role: Technical Sound Designer
Developer: Relic Entertainment
Publisher: Xbox Game Studios
Working with Relic and Microsoft, I ported Age of Empires IV to Xbox One and Xbox Series platforms.
This involved an almost complete re-implementation of the UI audio, significant optimisation passes and a new mix to conform to Xbox guidelines.
On top of this, I implemented controller haptics from design to C++ implementation.
Audio Lead
I led and coordinated a team of audio designers, technical audio designers, and audio programmers on an unannounced AAA remaster.
Senior Technical Audio Designer
I embedded into the client audio team to create audio systems, design sounds for levels and player feedback, and improve performance to deliver a performant experience across three platforms.
Senior Technical Audio Designer
I provided additional technical support in late production, improving audio occlusion, fixing critical bugs, and assisting the assigned technical sound designer with proprietary technology and C++.
Senior Technical Audio Designer
For Microsoft Flight Simulator 2024's PS5 version, I created and implemented haptic and controller speaker content for the PS5 and PSVR2 controllers.
Technical Sound Designer
Working with Relic and Microsoft, I ported Age of Empires IV to Xbox One and Xbox Series platforms.
Technical Sound Designer
Working at Climax Studios, I had the oppurtunity to bring Returnal to PC and ensure its excellent audio was upheld and championed on the new platform.
Technical Sound Designer
With a few months left till release, Climax Studios continued the work started by The Eccentric Ape.
Sound Bakery is an open-source audio middleware tool. It has the design of Wwise and the API of FMOD — merging the best of both.
Inspired by Project Acoustics, my dissertation focused on audio wave simulation. In the end, I created OpenPL, a 2D wave simulation tool similar to Planeverb. OpenPL is not ready for commercial release but features a working simulation in Unreal Engine, Unity, Wwise and FMOD.