
Developed the foundational audio subsystem for the SliceEngineRepo game engine, focusing on FMOD integration to enable initial audio playback capabilities. The work involved implementing path-based asset loading and refining the build system to support audio assets, ensuring seamless integration of audio management within the engine’s architecture. Using C++ and CMake, the developer established a robust groundwork for future audio features, enhancing the engine’s usability for audio-centric gameplay. This initial feature set addressed core requirements for audio integration and management, providing a scalable base for further development while improving the overall workflow for game developers working with audio in the engine.
Month: 2025-09 — Delivered foundational audio subsystem initialization with FMOD integration in chaseugodfrey/SliceEngineRepo, including path-based asset loading and build-system refinements to support audio assets. This work enables initial audio playback, sets the stage for future audio features, and improves engine usability for audio-centric gameplay experiences.
Month: 2025-09 — Delivered foundational audio subsystem initialization with FMOD integration in chaseugodfrey/SliceEngineRepo, including path-based asset loading and build-system refinements to support audio assets. This work enables initial audio playback, sets the stage for future audio features, and improves engine usability for audio-centric gameplay experiences.

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