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This Max MSP and Unity project allows users to collaboratively create a piece of music over the local network with OSC. All clients play audio locally, allowing users to be part of different rooms. However, the main Max project also plays audio if all users are together.
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.