
Technical sound design, music composition, and FMOD/Unity audio implementation for a game jam project.
Created and edited sound assets, composed the music, and integrated the audio system in-engine.
Presented through a short walkthrough of the prototype.
Ranked #1 in Presentation and #6 Overall.
A technical sound design demo built in FMOD Studio and Unity, showcasing systemic player Foley, environmental audio behavior, and adaptive music.
Includes velocity-driven footsteps, surface detection, movement-based Foley, vertical-velocity landings, dynamic reverb, occlusion, and parameter-driven musical transitions.
Built a realistic forest ambience using a layered and systemic sound design approach.
Multiple independent layers — distant beds, foliage, wildlife, and dynamic wind — were designed in Ableton and implemented in FMOD as a non-repetitive interactive environment.
The focus was on variation, spatial depth, and controlled randomness to create a natural soundscape without obvious looping.
A technical sound design demo built in FMOD and Unity, focused on responsive in-game audio systems.
Includes adaptive ambience, surface detection, state-based mixing, reverb transitions, occlusion, and spatial audio.
Sound design created for a sound design competition.
Focus on timing, cinematic impact, and environmental detail to support the visual storytelling of the scene.
A full sound redesign exercise where every sound was recorded and designed from original recordings rather than using libraries.
The goal was to explore tactile and physical sound design, building a sonic world entirely from self-recorded material and experimenting with texture and movement in the mix.
A collection of original bird recordings captured in natural environments and prepared as a sound effects library.
The project focuses on clean recording techniques, variation, and usability for ambience design in film, animation, and games.