
Theo Milt developed and integrated a comprehensive audio ecosystem for the KaitoOwU/-PROTO-PFE-Profondeurs repository, focusing on immersive sound design and robust asset management. Over three months, Theo enhanced footstep realism, introduced level-specific audio assets, and established zone-based ambience systems using Unreal Engine and Wwise. He implemented a Wwise audio testing pipeline to streamline QA and asset integration, and delivered music system integration with defined playlists and improved compression quality. His work included UI audio for splash screens and pause menus, as well as cross-platform sound bank management using XML and INI, resulting in scalable, maintainable audio workflows without recorded bugs.

June 2025 performance summary for KaitoOwU/-PROTO-PFE-Profondeurs focused on delivering a cohesive audio ecosystem across ambient, music, and UI layers, with strong asset management and cross‑platform readiness. Implemented Wwise/Unreal integrated audio features, improved audio fidelity, and streamlined workflows to support ongoing game state transitions and player immersion.
June 2025 performance summary for KaitoOwU/-PROTO-PFE-Profondeurs focused on delivering a cohesive audio ecosystem across ambient, music, and UI layers, with strong asset management and cross‑platform readiness. Implemented Wwise/Unreal integrated audio features, improved audio fidelity, and streamlined workflows to support ongoing game state transitions and player immersion.
May 2025 monthly summary for KaitoOwU/-PROTO-PFE-Profondeurs: Focused on establishing a robust Wwise audio testing pipeline and enabling ambient ambience features for the WU_AMB unit. Delivered the Wwise Audio Testing Infrastructure (new test actor-mixer, new test work unit, and project updates to streamline QA and asset integration) and Ambient Environment Soundscapes (ambient placeholders and triggering event). No major bugs were recorded in this period; activities centered on feature delivery and pipeline improvements. Impact: faster QA cycles, earlier validation of audio assets, reduced integration risk, and prepared groundwork for future ambience features. Technologies/skills: Wwise, audio middleware integration, QA/testing automation readiness, and disciplined version control with clear commit messaging.
May 2025 monthly summary for KaitoOwU/-PROTO-PFE-Profondeurs: Focused on establishing a robust Wwise audio testing pipeline and enabling ambient ambience features for the WU_AMB unit. Delivered the Wwise Audio Testing Infrastructure (new test actor-mixer, new test work unit, and project updates to streamline QA and asset integration) and Ambient Environment Soundscapes (ambient placeholders and triggering event). No major bugs were recorded in this period; activities centered on feature delivery and pipeline improvements. Impact: faster QA cycles, earlier validation of audio assets, reduced integration risk, and prepared groundwork for future ambience features. Technologies/skills: Wwise, audio middleware integration, QA/testing automation readiness, and disciplined version control with clear commit messaging.
2025-04: Delivered major audio design enhancements for PROTO-PFE-Profondeurs. Improved footstep realism through updated sound banks and physical surface variants, and introduced level-specific Shoulder Level (Shoulder LvL) audio assets to support richer level sound design. Stabilization work on the footsteps system is underway (commit indicates ongoing WIP). Completed associated audio volume creation for Shoulder LvL to enable dynamic, scalable audio playback across levels. These changes increase player immersion, reduce future audio-tix, and establish a robust workflow for level-specific audio assets. Demonstrated strong Unreal Engine audio implementation, asset management, and cross-disciplinary collaboration for sound design.
2025-04: Delivered major audio design enhancements for PROTO-PFE-Profondeurs. Improved footstep realism through updated sound banks and physical surface variants, and introduced level-specific Shoulder Level (Shoulder LvL) audio assets to support richer level sound design. Stabilization work on the footsteps system is underway (commit indicates ongoing WIP). Completed associated audio volume creation for Shoulder LvL to enable dynamic, scalable audio playback across levels. These changes increase player immersion, reduce future audio-tix, and establish a robust workflow for level-specific audio assets. Demonstrated strong Unreal Engine audio implementation, asset management, and cross-disciplinary collaboration for sound design.
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