
Sky: Children of the Light
thatgamecompany
Sound Design/Technical Audio Design
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I currently work at thatgamecompany as an Audio Designer for Sky!
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I touch pretty much all facets of the game's audio in my role: I design sounds that range from ethereal magic spells to silly cartoon emotes, I work deep with FMOD and our engine to integrate and program audio playback, and I also develop new audio tools and systems for the team with C++​​

Lynked: Banner of the Spark
Fuzzy Bot
Sound Design/Technical Audio Design
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I worked mostly designing and implementing combat sounds for enemies, traps, and a few bosses (including the final boss of the game)!
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I also created a multiband dynamic EQ mixing system in Wwise. It allowed us to achieve a clean mix by ducking specific frequencies of the music based on the content of the more impactful sound effects

Apex Rush
Hazardous Games
Sound Design/Technical Audio Design
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From car engine loops to collision sounds, I've breathed life into every facet of the game's vehicles, making the car audio immersive and reactive to player input
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On the technical side, I built a dynamic car engine audio playback system in Unreal Engine 5 from scratch with MetaSounds, with all the needed frills like a rev limiter and procedurally synthesized turbo whines​

Rocket League
Psyonix
Sound Design/Audio Programming
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I designed and implemented sounds for several boosts, goal explosions, car engines, and trailers for seasons 11 and 12 - including the flagship Porsche 911 engine
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I also designed the audio for season 11's flagship map, Estádio Vida, and produced some groovy Brazilian samba music for the arena's goal replays
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On top of that I also developed a proprietary Wwise plugin in C++ made to enhance the mix of core gameplay sounds
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Monopoly Match
BeeMatch
Sound Design
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I worked with Serial Lab Sound to provide additional sound design for Monopoly Match, providing them with a few cute and cartoony gameplay and UI sounds

Re:Awaken
Bloo Owl
Sound Design/Technical Audio Design
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I designed juicy anime sounds for all facets of the game
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On the technical side I handled the audio integration and C# scripting between Unity and FMOD to deliver an action packed experience with a clear mix​
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STARWEAVE
Rachel Geng
Audio Director
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I lead a team of 7 composers and sound designers as the Audio Director of STARWEAVE
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On the audio side, I've worked extensively with Wwise and Unity to bring the game's audio vision to life, designing sound effects and implementing dynamic audio systems in Unity with C#
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On the collaboration side, I've managed the production of over 1200 audio assets, established communication pipelines with other departments, and lead a cross-disciplinary team to design and implement the dialogue playback system
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A Taste of the Past
Sondering Studio
Sound Design/Music​
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I worked on Sondering Studio's debut title being responsible for all of the audio design, music, and implementation in Unity​
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After release, the studio got picked up by the ID@Xbox program to fund their next project, which I also worked on establishing the creative and technical audio pillars​
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QUASE TUDO NO SEU LUGAR
ROSABEGE
Programmer/Sound Designer​
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QUASE TUDO NO SEU LUGAR is a web and mobile game developed by me and Pedro Sodré in partnership with Brazilian band ROSABEGE. The game is a tie-in to their video clip for the homonymous single
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**You can play the whole game in the window to the left!**
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Me and Pedro shared the overall game design duties (inspired by a Newgrounds game called .Dots.). I did the programming, Pedro did the 3D models. Each member of the band created remixes of the song that are played on each level.​ I then created sfx using only material from the song's stems​​​












