
Over five months, contributed to Shinoyhe/Project_TRT by architecting and implementing a robust, scalable audio system that unified music, sound effects, and dialogue across gameplay and UI. Leveraging C#, Unity, and Wwise, developed dynamic music transitions, real-time key tracking, and state-driven audio management to enhance player immersion and feedback. Integrated audio events with gameplay systems such as bartering, minigames, and NPC interactions, while refactoring audio routing for maintainability. Expanded UI audio with detailed sound effects and font asset data, ensuring consistent user experience. Focused on modular design and data-driven workflows, enabling future enhancements and reliable audio behavior throughout the project.
June 2025 monthly summary for Shinoyhe/Project_TRT: Delivered significant UI audio improvements and font asset data to enhance user experience and audio quality. Key achievements include extensive UI sound effects (across prefabs), improved button feedback, dialogue audio, and elevator sounds, along with a streamlined Wwise integration featuring new sound events and parameters. Also added comprehensive UI font asset data and glyph metrics to support accurate rendering and sound associations for UI elements. These efforts strengthen immersion, UX consistency, and prepare the project for scalable, data-driven audio design.
June 2025 monthly summary for Shinoyhe/Project_TRT: Delivered significant UI audio improvements and font asset data to enhance user experience and audio quality. Key achievements include extensive UI sound effects (across prefabs), improved button feedback, dialogue audio, and elevator sounds, along with a streamlined Wwise integration featuring new sound events and parameters. Also added comprehensive UI font asset data and glyph metrics to support accurate rendering and sound associations for UI elements. These efforts strengthen immersion, UX consistency, and prepare the project for scalable, data-driven audio design.
May 2025 focused on delivering a cohesive audio system for Shinoyhe/Project_TRT, aligning real-time music capabilities with in-game states to enhance immersion and gameplay responsiveness. Key enhancements include a Dynamic Music System with real-time key tracking, state-driven transitions, zones, and audio parameter controls, as well as expanded NPC dialogue/audio SFX and updated dialogue integration. Critical bug fixes stabilized music playback and manager consistency, ensuring reliable audio behavior across gameplay scenarios.
May 2025 focused on delivering a cohesive audio system for Shinoyhe/Project_TRT, aligning real-time music capabilities with in-game states to enhance immersion and gameplay responsiveness. Key enhancements include a Dynamic Music System with real-time key tracking, state-driven transitions, zones, and audio parameter controls, as well as expanded NPC dialogue/audio SFX and updated dialogue integration. Critical bug fixes stabilized music playback and manager consistency, ensuring reliable audio behavior across gameplay scenarios.
April 2025 — Shinoyhe/Project_TRT: Implemented a major audio-system upgrade to heighten player immersion and feedback. Delivered NPC dialogue voices, bartering audio cues, and new footstep sounds; refactored audio routing and Wwise configurations; integrated audio events with PlayerWobble for precise footstep triggering. Strengthened audio stability and maintainability through explicit bus routing and feature-branch integration. Key commits included: a97508f1c1540ba7fc76bcd0bc4e6fdb0f6da5a0; 4f80510248e06846a633097afc1a87f2611c5d87; d64b8b42677414ee75467b94cbc2f171d78fc4c2.
April 2025 — Shinoyhe/Project_TRT: Implemented a major audio-system upgrade to heighten player immersion and feedback. Delivered NPC dialogue voices, bartering audio cues, and new footstep sounds; refactored audio routing and Wwise configurations; integrated audio events with PlayerWobble for precise footstep triggering. Strengthened audio stability and maintainability through explicit bus routing and feature-branch integration. Key commits included: a97508f1c1540ba7fc76bcd0bc4e6fdb0f6da5a0; 4f80510248e06846a633097afc1a87f2611c5d87; d64b8b42677414ee75467b94cbc2f171d78fc4c2.
Month: 2025-03 — Focused on audio subsystem enhancements in Shinoyhe/Project_TRT to improve user feedback, reduce audio clutter, and smooth minigame transitions. Implemented instance limits, new sound events and states, and additional SFX for bartering outcomes, doors, and elevator movements; refactored music state management to ensure smoother transitions during bartering minigame flows. Overall, delivered a polished audio experience with measurable improvements in UX and performance.
Month: 2025-03 — Focused on audio subsystem enhancements in Shinoyhe/Project_TRT to improve user feedback, reduce audio clutter, and smooth minigame transitions. Implemented instance limits, new sound events and states, and additional SFX for bartering outcomes, doors, and elevator movements; refactored music state management to ensure smoother transitions during bartering minigame flows. Overall, delivered a polished audio experience with measurable improvements in UX and performance.
February 2025 monthly summary for Shinoyhe/Project_TRT. Implemented a unified audio system for music and bartering interactions, along with enhancements to overworld ambient sounds. Consolidated music state management, introduced a music actions manager, and enabled dynamic music transitions to ensure consistent and responsive audio feedback across player actions. Expanded audio feedback for UI interactions (UI SFX) and bartering flows, and added placeholder SFX to accelerate iteration. All changes are geared toward a more immersive player experience, reduced debugging cycles for audio state changes, and a scalable architecture for future audio features.
February 2025 monthly summary for Shinoyhe/Project_TRT. Implemented a unified audio system for music and bartering interactions, along with enhancements to overworld ambient sounds. Consolidated music state management, introduced a music actions manager, and enabled dynamic music transitions to ensure consistent and responsive audio feedback across player actions. Expanded audio feedback for UI interactions (UI SFX) and bartering flows, and added placeholder SFX to accelerate iteration. All changes are geared toward a more immersive player experience, reduced debugging cycles for audio state changes, and a scalable architecture for future audio features.

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