
Over a three-month period, contributed audio engineering and game development expertise to the gamkedo-la/branch-out-vr and gamkedo-la/LunarBreaker repositories, focusing on immersive audio feedback for gameplay events. Developed and integrated event-driven sound effects for tree death and dying scenarios in VR, utilizing Unity Engine and C# scripting to ensure consistent, spatially-aware audio across platforms. Established foundational weapon audio-visual systems in LunarBreaker, implementing modular components for gunshot, casing, and combat feedback. Prioritized asset-driven iteration and cross-team validation, documenting workflows to streamline future development. The work emphasized modularity, maintainability, and enhanced player experience through responsive, context-sensitive audio integration within Unity projects.
April 2025 monthly summary for gamkedo-la/LunarBreaker: Focused on laying foundational weapon audio-visual capabilities and enriching combat feedback to drive player immersion and enable rapid feature iteration. Delivered two primary features: 1) Weapon audio-visual effects groundwork with GunShot.cs and GunCasing.cs enabling gunshot and casing mechanics (commit b4063cdc836b49deeeed1f426d5ecb7bc4e0b734); 2) Combat audio feedback enhancements with diversified enemy explosion, player damage, and no-ammo SFX for Mac10 and Revolver (commits 7350ca2ed3c0afde1f0d2a778ebc990b9973358d; ca44c0643af7d3d4bf252040a4a2067d2299bc9e; b9433f4aaa054181c7c5331776df8d00fe4307a6). No explicit bug fixes were documented for this period in the provided data. Impact: improved player experience through richer audio cues, clearer combat feedback, and a scalable framework for future weapon features. Technologies/skills demonstrated: C#/Unity scripting, audio asset integration, modular event-driven feedback architecture, and asset-driven iteration.
April 2025 monthly summary for gamkedo-la/LunarBreaker: Focused on laying foundational weapon audio-visual capabilities and enriching combat feedback to drive player immersion and enable rapid feature iteration. Delivered two primary features: 1) Weapon audio-visual effects groundwork with GunShot.cs and GunCasing.cs enabling gunshot and casing mechanics (commit b4063cdc836b49deeeed1f426d5ecb7bc4e0b734); 2) Combat audio feedback enhancements with diversified enemy explosion, player damage, and no-ammo SFX for Mac10 and Revolver (commits 7350ca2ed3c0afde1f0d2a778ebc990b9973358d; ca44c0643af7d3d4bf252040a4a2067d2299bc9e; b9433f4aaa054181c7c5331776df8d00fe4307a6). No explicit bug fixes were documented for this period in the provided data. Impact: improved player experience through richer audio cues, clearer combat feedback, and a scalable framework for future weapon features. Technologies/skills demonstrated: C#/Unity scripting, audio asset integration, modular event-driven feedback architecture, and asset-driven iteration.
March 2025 performance summary for gamkedo-la/branch-out-vr focused on enhancing auditory immersion and assets integration. Delivered a Tree Dying SFX feature with 3D audio playback support and accompanying metadata, improving environmental feedback and VR realism.
March 2025 performance summary for gamkedo-la/branch-out-vr focused on enhancing auditory immersion and assets integration. Delivered a Tree Dying SFX feature with 3D audio playback support and accompanying metadata, improving environmental feedback and VR realism.
February 2025 — Focused delivery of Tree Death SFX feature for gamkedo-la/branch-out-vr, adding audio assets and integrating with the game's audio system to provide immediate feedback on tree dying and death events. This work enhances immersion, supports gameplay feedback loops, and aligns with design docs.
February 2025 — Focused delivery of Tree Death SFX feature for gamkedo-la/branch-out-vr, adding audio assets and integrating with the game's audio system to provide immediate feedback on tree dying and death events. This work enhances immersion, supports gameplay feedback loops, and aligns with design docs.

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