
Over four months, contributed to Adam-G-Klein/UntitledCardGame by architecting and integrating a cross-platform FMOD audio system within Unity, focusing on maintainability and user experience. Leveraged C#, C++, and FMOD to deliver event-driven audio, modernized playback control, and centralized volume management, enhancing consistency across Android, iOS, Linux, macOS, and Windows builds. Refactored core audio components, reorganized asset libraries, and implemented metadata-driven sound effects for UI elements such as the pause menu. Prioritized asset workflow improvements and runtime audio alignment, enabling rapid iteration and streamlined QA. The work established a robust foundation for future audio features and maintainable asset management.
April 2025 monthly summary for Adam-G-Klein/UntitledCardGame. Delivered Pause Menu FMOD Audio Integration, adding FMOD-based audio for the pause menu with updated Master.bank and Master.strings.bank files and a new metadata mapping to enable pause-menu sound effects and audio transitions. This work enhances user experience and provides a foundation for further FMOD-driven features.
April 2025 monthly summary for Adam-G-Klein/UntitledCardGame. Delivered Pause Menu FMOD Audio Integration, adding FMOD-based audio for the pause menu with updated Master.bank and Master.strings.bank files and a new metadata mapping to enable pause-menu sound effects and audio transitions. This work enhances user experience and provides a foundation for further FMOD-driven features.
March 2025 monthly summary for Adam-G-Klein/UntitledCardGame focused on delivering a modernized audio experience and aligning assets with an FMOD-driven system. The work enhances consistency, user control, and maintainability across the audio stack, setting a solid foundation for future audio features and fine-grained playback control.
March 2025 monthly summary for Adam-G-Klein/UntitledCardGame focused on delivering a modernized audio experience and aligning assets with an FMOD-driven system. The work enhances consistency, user control, and maintainability across the audio stack, setting a solid foundation for future audio features and fine-grained playback control.
February 2025 focused on FMOD asset library maintenance and asset organization to improve reliability, performance, and maintainability. Implemented asset cache timing updates for FMOD Master banks, added a new asterisk UI image asset and its meta file, and reorganized audio assets to align with a new naming structure, streamlining future asset management and build processes.
February 2025 focused on FMOD asset library maintenance and asset organization to improve reliability, performance, and maintainability. Implemented asset cache timing updates for FMOD Master banks, added a new asterisk UI image asset and its meta file, and reorganized audio assets to align with a new naming structure, streamlining future asset management and build processes.
January 2025 monthly summary focusing on FMOD Audio Engine integration for Adam-G-Klein/UntitledCardGame; delivered cross-platform audio system, consolidated assets, and event-driven architecture; refactored MusicController; asset/build updates across Android, iOS, Linux, macOS, Windows. The work improved audio consistency, player immersion, and maintainability; prepared foundation for rapid audio iteration and QA across platforms.
January 2025 monthly summary focusing on FMOD Audio Engine integration for Adam-G-Klein/UntitledCardGame; delivered cross-platform audio system, consolidated assets, and event-driven architecture; refactored MusicController; asset/build updates across Android, iOS, Linux, macOS, Windows. The work improved audio consistency, player immersion, and maintainability; prepared foundation for rapid audio iteration and QA across platforms.

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