Rory Burcham
Rory Burcham and I created a small Unity game where audio is a diegetic element. For example, some NPCs hum the melody of your music, your companion fires in tempo with the beat, and many puzzles require audio changes like music selection and volume. I programmed many of the diegetic audio effects and the core gameplay features.
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.