
Over a three-month period, contributed to the PFETeam1 repository by designing and implementing scalable ambient and spatial audio systems for multiple game levels. Leveraging Unity, C#, and Wwise, established foundational ambience playback, RTPC-driven spatial blending, and dynamic zone-based audio that responds to player proximity and camera movement. Enhanced the Toile interaction audio and overhauled level ambience, integrating new assets and refining prefab workflows to streamline future development. Addressed audio stability by resolving listener conflicts and cleaning up debugging artefacts. The work improved player immersion, reduced scene-specific maintenance, and demonstrated depth in audio engineering, asset management, and cross-functional Unity integration.
June 2025 — PFETeam1: Delivered end-to-end ambient audio overhaul for levels 01-02 and added startup/level-start ambience, achieving consistent, immersive audio and smoother transitions. Implemented Wwise integration, new ambience assets and UI feedback; cleaned up debugging ambience and refined level-scene audio wiring. These changes enhance player immersion, reduce scene-specific maintenance, and demonstrate solid Unity/Wwise integration and prefab-driven workflows.
June 2025 — PFETeam1: Delivered end-to-end ambient audio overhaul for levels 01-02 and added startup/level-start ambience, achieving consistent, immersive audio and smoother transitions. Implemented Wwise integration, new ambience assets and UI feedback; cleaned up debugging ambience and refined level-scene audio wiring. These changes enhance player immersion, reduce scene-specific maintenance, and demonstrate solid Unity/Wwise integration and prefab-driven workflows.
Overview: In May 2025, the team delivered a comprehensive overhaul of the Toile interaction audio in Niveau-1, introducing GrabToile and DisparitionToile, a refreshed Toile UI, and level-wide ambient assets to enhance immersion. This was complemented by an end-to-end Wwise integration with updated sound banks and prefab adjustments to support scalable audio across levels. A new ZoneDetection system now drives ambient ambience based on player proximity, delivering dynamic, context-aware soundscapes. A critical bug fix removed a duplicate AudioListener on the main camera, improving stability and preventing audio conflicts. The month also included Level 1.2 prefab changes and audio manager refinements to streamline future audio work.
Overview: In May 2025, the team delivered a comprehensive overhaul of the Toile interaction audio in Niveau-1, introducing GrabToile and DisparitionToile, a refreshed Toile UI, and level-wide ambient assets to enhance immersion. This was complemented by an end-to-end Wwise integration with updated sound banks and prefab adjustments to support scalable audio across levels. A new ZoneDetection system now drives ambient ambience based on player proximity, delivering dynamic, context-aware soundscapes. A critical bug fix removed a duplicate AudioListener on the main camera, improving stability and preventing audio conflicts. The month also included Level 1.2 prefab changes and audio manager refinements to streamline future audio work.
In April 2025, delivered foundational ambience and spatial audio capabilities for the PFETeam1 project, establishing the groundwork for immersive audio in level 'niveau 01' and RTPC-driven spatial blending to respond to camera movements. The work enables scalable audio design, improves player immersion, and sets the stage for future audio features, while aligning with the team's Wwise-based workflow.
In April 2025, delivered foundational ambience and spatial audio capabilities for the PFETeam1 project, establishing the groundwork for immersive audio in level 'niveau 01' and RTPC-driven spatial blending to respond to camera movements. The work enables scalable audio design, improves player immersion, and sets the stage for future audio features, while aligning with the team's Wwise-based workflow.

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