
Worked on the CodyNava/CrimsonStar repository over four months, delivering 16 features and addressing audio system stability, player feedback, and asset management. Focused on FMOD integration and C# scripting to build a robust audio pipeline, implementing event-driven logic for combat, UI, and environmental soundscapes. Enhanced gameplay immersion by refining spatialization, automation curves, and audio bus routing, while expanding and tuning audio assets for weapons, thrusters, and announcer events. Addressed bugs related to looping and asset misconfiguration, ensuring consistent audio behavior across desktop builds. Leveraged skills in Audio Engineering, Sound Design, and YAML-based asset organization to support maintainable, scalable game development.
In 2025-08, delivered cohesive audio system improvements for CodyNava/CrimsonStar focused on player feedback, immersion, and maintainable growth. Implemented three primary initiatives: laser audio stabilization, bridge damage cues, and broad audio assets expansion. This work enhances in-game audio consistency, reduces potential QA issues, and establishes a scalable foundation for future features.
In 2025-08, delivered cohesive audio system improvements for CodyNava/CrimsonStar focused on player feedback, immersion, and maintainable growth. Implemented three primary initiatives: laser audio stabilization, bridge damage cues, and broad audio assets expansion. This work enhances in-game audio consistency, reduces potential QA issues, and establishes a scalable foundation for future features.
2025-07 Monthly Summary for CodyNava/CrimsonStar. Delivered stability, automation, and richer audio feedback across core gameplay subsystems, with a strong emphasis on business value and technical excellence. Key work spans bug fixes to enhance reliability, automation curve refinements for dynamic behaviors, and feature work that expands gameplay feedback through looping projectiles, missile events, announcer voice events, and kill announcements.
2025-07 Monthly Summary for CodyNava/CrimsonStar. Delivered stability, automation, and richer audio feedback across core gameplay subsystems, with a strong emphasis on business value and technical excellence. Key work spans bug fixes to enhance reliability, automation curve refinements for dynamic behaviors, and feature work that expands gameplay feedback through looping projectiles, missile events, announcer voice events, and kill announcements.
June 2025 – CrimsonStar Audio & Gameplay Polish (CodyNava/CrimsonStar) Delivered a set of cross-feature audio enhancements focused on combat immersion, weapon/projectile feedback, and thruster realism, with robust event-driven logic and improved feedback loops for module interactions. This work directly enhances player experience, reduces audio inconsistencies, and increases perceived polish for the June release.
June 2025 – CrimsonStar Audio & Gameplay Polish (CodyNava/CrimsonStar) Delivered a set of cross-feature audio enhancements focused on combat immersion, weapon/projectile feedback, and thruster realism, with robust event-driven logic and improved feedback loops for module interactions. This work directly enhances player experience, reduces audio inconsistencies, and increases perceived polish for the June release.
May 2025 monthly summary for CodyNava/CrimsonStar focusing on FMOD integration, asset management, and audio tuning across Desktop builds. Delivered a stable audio pipeline, improved asset organization, and richer in-game soundscapes that drive player immersion and reduce asset-loading issues.
May 2025 monthly summary for CodyNava/CrimsonStar focusing on FMOD integration, asset management, and audio tuning across Desktop builds. Delivered a stable audio pipeline, improved asset organization, and richer in-game soundscapes that drive player immersion and reduce asset-loading issues.

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