
Johannes Renner developed and integrated a centralized FMOD Studio audio system for the maximoh-mmo/Prophecy-of-Ash repository, focusing on scalable sound design and efficient production workflows. He implemented automated audio pipelines using JavaScript scripting and CSV-driven batch event creation, which streamlined the addition and configuration of audio assets such as footsteps, music, and ambience. By decoupling audio design from core game logic and organizing sound banks, Johannes improved iteration speed and audio fidelity. His work formalized asset management and documentation, enabling better collaboration across design and engineering teams while reducing manual setup and the potential for human error in audio integration.

July 2025 monthly summary for maximoh-mmo/Prophecy-of-Ash: Delivered a consolidated FMOD audio system and organized sound banks to improve fidelity and production efficiency. Implemented an event-driven audio layer and formalized asset banks for scalable sound design. Key commits anchor the work: b4f8f40508e374eddc85706101e9639f10fa9c05 (FMOD Events created) and 32f22fe49cc245120af2dc0fae08b596a125b9cb (Major Sound Update - Events + Functions + Banks).
July 2025 monthly summary for maximoh-mmo/Prophecy-of-Ash: Delivered a consolidated FMOD audio system and organized sound banks to improve fidelity and production efficiency. Implemented an event-driven audio layer and formalized asset banks for scalable sound design. Key commits anchor the work: b4f8f40508e374eddc85706101e9639f10fa9c05 (FMOD Events created) and 32f22fe49cc245120af2dc0fae08b596a125b9cb (Major Sound Update - Events + Functions + Banks).
In May 2025, delivered FMOD Studio Audio Integration for maximoh-mmo/Prophecy-of-Ash, enabling a centralized and automated audio pipeline. Added FMOD Studio integration with audio assets, event configurations, and test audio (footsteps, music, ambience), and introduced a script to batch-create FMOD events from a CSV file. Included FMOD Studio project files to streamline collaboration between design, audio, and engineering.
In May 2025, delivered FMOD Studio Audio Integration for maximoh-mmo/Prophecy-of-Ash, enabling a centralized and automated audio pipeline. Added FMOD Studio integration with audio assets, event configurations, and test audio (footsteps, music, ambience), and introduced a script to batch-create FMOD events from a CSV file. Included FMOD Studio project files to streamline collaboration between design, audio, and engineering.
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