
Nick Kintner developed and maintained the audio systems for the perkcaan/Game-Workshop-Pre-Production repository, focusing on scalable FMOD integration within Unity to enable advanced, cross-platform audio workflows. He replaced Unity’s built-in audio components with a custom, attenuation-capable system, introduced dynamic event-driven sound design, and refactored scene structures for maintainability. Using C#, FMOD, and Visual Scripting, Nick delivered features such as layered ambience, player action feedback, and seamless looping music, while also improving asset management and editor tooling. His work reduced iteration time, enhanced immersion, and established a robust foundation for future audio features, demonstrating depth in both engineering and design.

Month: 2025-10 | Repository: perkcaan/Game-Workshop-Pre-Production. This sprint delivered a focused audio design upgrade to enhance immersion and audio fidelity, with a looping title track integration in FMOD. No major bugs recorded in this period; work prioritized audio asset refresh and seamless looping to improve user experience and retention.
Month: 2025-10 | Repository: perkcaan/Game-Workshop-Pre-Production. This sprint delivered a focused audio design upgrade to enhance immersion and audio fidelity, with a looping title track integration in FMOD. No major bugs recorded in this period; work prioritized audio asset refresh and seamless looping to improve user experience and retention.
2025-09 Monthly Summary – perkcaan/Game-Workshop-Pre-Production: Focused on strengthening audio feedback for core player actions by delivering FMOD-integrated sound events and assets, enabling more immersive gameplay and scalable audio management.
2025-09 Monthly Summary – perkcaan/Game-Workshop-Pre-Production: Focused on strengthening audio feedback for core player actions by delivering FMOD-integrated sound events and assets, enabling more immersive gameplay and scalable audio management.
Month: 2025-05 Key features delivered: - Lava Ambience Audio Enhancement (assets): expanded lava ambience assets and layered audio to improve lava environment variety and depth. Commit: 7ead339dd9a2f9e76bfdb84f7f4e8cff25b673cd. - Lava Ambience Audio Enhancement (FMOD): refined FMOD event configurations, including start times, lengths, and destination references to create a more complex lava ambience setup. Commit: 77d4335af47bcc566259fb65e90bd170fa4f8903. Major bugs fixed: - No major bugs reported this month. Overall impact and accomplishments: - Significantly improved audio immersion in lava environments, contributing to higher player engagement and perceived production value. - Demonstrated end-to-end ownership of lava ambience features, from asset expansion to FMOD integration, aligning with gameplay/audio design goals. Technologies/skills demonstrated: - FMOD integration and audio design, asset management and iteration, version control (Git) with clear commit messages, cross-functional collaboration with audio and gameplay teams.
Month: 2025-05 Key features delivered: - Lava Ambience Audio Enhancement (assets): expanded lava ambience assets and layered audio to improve lava environment variety and depth. Commit: 7ead339dd9a2f9e76bfdb84f7f4e8cff25b673cd. - Lava Ambience Audio Enhancement (FMOD): refined FMOD event configurations, including start times, lengths, and destination references to create a more complex lava ambience setup. Commit: 77d4335af47bcc566259fb65e90bd170fa4f8903. Major bugs fixed: - No major bugs reported this month. Overall impact and accomplishments: - Significantly improved audio immersion in lava environments, contributing to higher player engagement and perceived production value. - Demonstrated end-to-end ownership of lava ambience features, from asset expansion to FMOD integration, aligning with gameplay/audio design goals. Technologies/skills demonstrated: - FMOD integration and audio design, asset management and iteration, version control (Git) with clear commit messages, cross-functional collaboration with audio and gameplay teams.
April 2025 focused on delivering core audio capabilities for the project in perkcaan/Game-Workshop-Pre-Production. The work enhances player immersion, enables easier audio authoring, and improves maintainability of the audio subsystem.
April 2025 focused on delivering core audio capabilities for the project in perkcaan/Game-Workshop-Pre-Production. The work enhances player immersion, enables easier audio authoring, and improves maintainability of the audio subsystem.
March 2025 monthly performance summary for perkcaan/Game-Workshop-Pre-Production. Delivered architecture and audio enhancements that reduce future development friction and enrich player experience. Key outcomes include a targeted codebase refactor of the Unity scene structure and Visual Scripting assets, and expanded enemy audio with FMOD integration and a new ambient theme. No major defects were reported this month; the focus was on improving maintainability and enabling faster iteration for upcoming features. Business value was enhanced through clearer scene organization, improved audio feedback, and a foundation for scalable feature work. Technologies demonstrated include Unity, Visual Scripting, FMOD, audio asset management, and systematic refactoring.
March 2025 monthly performance summary for perkcaan/Game-Workshop-Pre-Production. Delivered architecture and audio enhancements that reduce future development friction and enrich player experience. Key outcomes include a targeted codebase refactor of the Unity scene structure and Visual Scripting assets, and expanded enemy audio with FMOD integration and a new ambient theme. No major defects were reported this month; the focus was on improving maintainability and enabling faster iteration for upcoming features. Business value was enhanced through clearer scene organization, improved audio feedback, and a foundation for scalable feature work. Technologies demonstrated include Unity, Visual Scripting, FMOD, audio asset management, and systematic refactoring.
February 2025: Established a scalable FMOD audio pipeline in the Game-Workshop-Pre-Production repo, including core FMOD integration, type naming (FMODInt/fmodint), and Unity-ready event wiring. Delivered new FMOD events, test assets, and storage/parameter support, plus swipe and footstep audio enhancements. Also completed maintenance for reliability and laid groundwork for future content with world/level design updates. Notable fixes include FMOD writing permissions and a trash gravity fix to stabilize gameplay across builds.
February 2025: Established a scalable FMOD audio pipeline in the Game-Workshop-Pre-Production repo, including core FMOD integration, type naming (FMODInt/fmodint), and Unity-ready event wiring. Delivered new FMOD events, test assets, and storage/parameter support, plus swipe and footstep audio enhancements. Also completed maintenance for reliability and laid groundwork for future content with world/level design updates. Notable fixes include FMOD writing permissions and a trash gravity fix to stabilize gameplay across builds.
January 2025 monthly summary for perkcaan/Game-Workshop-Pre-Production focusing on audio system enhancements, feature delivery, and engineering impact.
January 2025 monthly summary for perkcaan/Game-Workshop-Pre-Production focusing on audio system enhancements, feature delivery, and engineering impact.
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