
Clarissa Porst developed and refined the audio systems for CodyNava/CrimsonStar over four months, focusing on FMOD integration, asset management, and immersive sound design. She established a stable audio pipeline, reorganized FMOD assets for maintainability, and implemented event-driven audio logic to enhance gameplay feedback. Using C#, FMOD, and YAML, Clarissa delivered features such as dynamic combat music, spatialized weapon and thruster sounds, and responsive announcer and damage cues. Her work addressed audio consistency, reduced asset-loading issues, and introduced scalable structures for future growth. The depth of her engineering ensured reliable, polished audio experiences that directly improved player immersion and clarity.

In 2025-08, delivered cohesive audio system improvements for CodyNava/CrimsonStar focused on player feedback, immersion, and maintainable growth. Implemented three primary initiatives: laser audio stabilization, bridge damage cues, and broad audio assets expansion. This work enhances in-game audio consistency, reduces potential QA issues, and establishes a scalable foundation for future features.
In 2025-08, delivered cohesive audio system improvements for CodyNava/CrimsonStar focused on player feedback, immersion, and maintainable growth. Implemented three primary initiatives: laser audio stabilization, bridge damage cues, and broad audio assets expansion. This work enhances in-game audio consistency, reduces potential QA issues, and establishes a scalable foundation for future features.
2025-07 Monthly Summary for CodyNava/CrimsonStar. Delivered stability, automation, and richer audio feedback across core gameplay subsystems, with a strong emphasis on business value and technical excellence. Key work spans bug fixes to enhance reliability, automation curve refinements for dynamic behaviors, and feature work that expands gameplay feedback through looping projectiles, missile events, announcer voice events, and kill announcements.
2025-07 Monthly Summary for CodyNava/CrimsonStar. Delivered stability, automation, and richer audio feedback across core gameplay subsystems, with a strong emphasis on business value and technical excellence. Key work spans bug fixes to enhance reliability, automation curve refinements for dynamic behaviors, and feature work that expands gameplay feedback through looping projectiles, missile events, announcer voice events, and kill announcements.
June 2025 – CrimsonStar Audio & Gameplay Polish (CodyNava/CrimsonStar) Delivered a set of cross-feature audio enhancements focused on combat immersion, weapon/projectile feedback, and thruster realism, with robust event-driven logic and improved feedback loops for module interactions. This work directly enhances player experience, reduces audio inconsistencies, and increases perceived polish for the June release.
June 2025 – CrimsonStar Audio & Gameplay Polish (CodyNava/CrimsonStar) Delivered a set of cross-feature audio enhancements focused on combat immersion, weapon/projectile feedback, and thruster realism, with robust event-driven logic and improved feedback loops for module interactions. This work directly enhances player experience, reduces audio inconsistencies, and increases perceived polish for the June release.
May 2025 monthly summary for CodyNava/CrimsonStar focusing on FMOD integration, asset management, and audio tuning across Desktop builds. Delivered a stable audio pipeline, improved asset organization, and richer in-game soundscapes that drive player immersion and reduce asset-loading issues.
May 2025 monthly summary for CodyNava/CrimsonStar focusing on FMOD integration, asset management, and audio tuning across Desktop builds. Delivered a stable audio pipeline, improved asset organization, and richer in-game soundscapes that drive player immersion and reduce asset-loading issues.
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