
Leo Cheminard developed and integrated a scalable ambient audio system for the PFETeam1 repository, focusing on immersive soundscapes across multiple game levels. Over three months, Leo engineered dynamic ambience using Unity, C#, and Wwise, implementing RTPC-driven spatial blending and zone-based audio triggers that respond to player movement and camera events. He overhauled interaction audio, refined prefab workflows, and stabilized the audio pipeline by resolving listener conflicts and streamlining asset management. His work enabled consistent, context-aware audio transitions and reduced scene-specific maintenance, demonstrating depth in audio engineering, game development, and middleware integration while establishing a robust foundation for future audio features.

June 2025 — PFETeam1: Delivered end-to-end ambient audio overhaul for levels 01-02 and added startup/level-start ambience, achieving consistent, immersive audio and smoother transitions. Implemented Wwise integration, new ambience assets and UI feedback; cleaned up debugging ambience and refined level-scene audio wiring. These changes enhance player immersion, reduce scene-specific maintenance, and demonstrate solid Unity/Wwise integration and prefab-driven workflows.
June 2025 — PFETeam1: Delivered end-to-end ambient audio overhaul for levels 01-02 and added startup/level-start ambience, achieving consistent, immersive audio and smoother transitions. Implemented Wwise integration, new ambience assets and UI feedback; cleaned up debugging ambience and refined level-scene audio wiring. These changes enhance player immersion, reduce scene-specific maintenance, and demonstrate solid Unity/Wwise integration and prefab-driven workflows.
Overview: In May 2025, the team delivered a comprehensive overhaul of the Toile interaction audio in Niveau-1, introducing GrabToile and DisparitionToile, a refreshed Toile UI, and level-wide ambient assets to enhance immersion. This was complemented by an end-to-end Wwise integration with updated sound banks and prefab adjustments to support scalable audio across levels. A new ZoneDetection system now drives ambient ambience based on player proximity, delivering dynamic, context-aware soundscapes. A critical bug fix removed a duplicate AudioListener on the main camera, improving stability and preventing audio conflicts. The month also included Level 1.2 prefab changes and audio manager refinements to streamline future audio work.
Overview: In May 2025, the team delivered a comprehensive overhaul of the Toile interaction audio in Niveau-1, introducing GrabToile and DisparitionToile, a refreshed Toile UI, and level-wide ambient assets to enhance immersion. This was complemented by an end-to-end Wwise integration with updated sound banks and prefab adjustments to support scalable audio across levels. A new ZoneDetection system now drives ambient ambience based on player proximity, delivering dynamic, context-aware soundscapes. A critical bug fix removed a duplicate AudioListener on the main camera, improving stability and preventing audio conflicts. The month also included Level 1.2 prefab changes and audio manager refinements to streamline future audio work.
In April 2025, delivered foundational ambience and spatial audio capabilities for the PFETeam1 project, establishing the groundwork for immersive audio in level 'niveau 01' and RTPC-driven spatial blending to respond to camera movements. The work enables scalable audio design, improves player immersion, and sets the stage for future audio features, while aligning with the team's Wwise-based workflow.
In April 2025, delivered foundational ambience and spatial audio capabilities for the PFETeam1 project, establishing the groundwork for immersive audio in level 'niveau 01' and RTPC-driven spatial blending to respond to camera movements. The work enables scalable audio design, improves player immersion, and sets the stage for future audio features, while aligning with the team's Wwise-based workflow.
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