
Developed and integrated a comprehensive audio system for the DiamondProjectTeam03 repository, focusing on immersive in-game soundscapes across multiple gameplay elements. Leveraging Unreal Engine, Wwise, and UnrealScript, the work included building actor-mixer hierarchies, managing state-driven audio events, and wiring sound assets for enemies, player actions, weapons, and environmental cues. The approach emphasized modular Wwise integration, version-controlled asset management, and scalable audio architecture, supporting both gameplay and UI feedback. Efforts spanned dialogue, ambient, and combat audio, resulting in a cohesive pipeline that enhanced player immersion, improved feedback during interactions, and established a robust foundation for future audio feature expansion.
June 2025 performance summary for DiamondProjectTeam03. Focused on delivering a cohesive audio system across voice/dialogue, environmental audio, combat SFX, and music/UI, driving immersion, feedback, and reliability. Key outcomes include expanded voice/dialogue assets and integration; door/elevator/sarcophagus state management and hub audio group; expanded enemy/weapon SFX with new hit/reaction sounds and projectile/turret assets; and enhanced music/backstage/UI audio with arena tracks, 3D spatialization, and improved UI SFX balance. These efforts culminated in a more consistent audio experience, improved player feedback during combat and exploration, and a scalable audio architecture to support future feature work.
June 2025 performance summary for DiamondProjectTeam03. Focused on delivering a cohesive audio system across voice/dialogue, environmental audio, combat SFX, and music/UI, driving immersion, feedback, and reliability. Key outcomes include expanded voice/dialogue assets and integration; door/elevator/sarcophagus state management and hub audio group; expanded enemy/weapon SFX with new hit/reaction sounds and projectile/turret assets; and enhanced music/backstage/UI audio with arena tracks, 3D spatialization, and improved UI SFX balance. These efforts culminated in a more consistent audio experience, improved player feedback during combat and exploration, and a scalable audio architecture to support future feature work.
May 2025: Focused on delivering high-value audio enhancements for DiamondProjectTeam03 by consolidating Wwise-powered sounds across weapons, pickups, arming cues, no-ammo cues, and ambient pads. Updated the Wwise Actor-Mixer Hierarchy, added new assets and events, and integrated placeholders to ensure cohesive audio cues. This work improves player immersion, supports QA readiness, and demonstrates strong collaboration with audio and game systems teams. Technologies demonstrated include Wwise integration, Unreal Engine asset wiring, and version-controlled audio workflow.
May 2025: Focused on delivering high-value audio enhancements for DiamondProjectTeam03 by consolidating Wwise-powered sounds across weapons, pickups, arming cues, no-ammo cues, and ambient pads. Updated the Wwise Actor-Mixer Hierarchy, added new assets and events, and integrated placeholders to ensure cohesive audio cues. This work improves player immersion, supports QA readiness, and demonstrates strong collaboration with audio and game systems teams. Technologies demonstrated include Wwise integration, Unreal Engine asset wiring, and version-controlled audio workflow.
Consolidated April 2025: Implemented Wwise Audio Assets Integration for DiamondProjectTeam03, enabling in-game audio for enemies (FOES_Invisible, FOES_Tourelle), player actions (MC), and UI. Established Wwise project structure (actor-mixer hierarchies, events, sound banks) and wired in corresponding audio files. This delivers the foundational audio design pipeline and supports event-driven sound playback across gameplay and UI, aligning with project milestones.
Consolidated April 2025: Implemented Wwise Audio Assets Integration for DiamondProjectTeam03, enabling in-game audio for enemies (FOES_Invisible, FOES_Tourelle), player actions (MC), and UI. Established Wwise project structure (actor-mixer hierarchies, events, sound banks) and wired in corresponding audio files. This delivers the foundational audio design pipeline and supports event-driven sound playback across gameplay and UI, aligning with project milestones.

Overview of all repositories you've contributed to across your timeline