Steam Page
Role: Technical Sound Designer
Developer: Housemarque
Publisher: Sony Interactive Entertainment
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.
I implemented Auro-3D and Resonance Audio to match the PS5 3D audio experience, handling all steps from adding the plugins to Wwise, compiling the libraries with Unreal and adding options to the audio settings.
I added a curated haptics mix for PS4 and Xbox controllers, designing unique elements and tweaking existing haptics to fit.
For the Climax-created Benchmark, I designed unique cinematic sounds and implemented existing audio to finish the experience.
Finally, I created new sounds like the multiplayer pings.
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.