Weapon Fire & Combat SFX: Engineering fully unique, highly visceral weapon fire and impact sound effects across the game’s entire firearm arsenal, focusing on transient punch, mechanical detail, and spatial tail characteristics.
Melee Combat Audio Design: Synthesizing and crafting hard-hitting impact, swing, and parry sound effects for all melee weapons to deliver strong physical feedback during close-quarters combat.
Dynamic Health & Damage Feedback: Designing a responsive, multi-tier audio system for player damage and health regeneration that dynamically scales acoustic cues and spectral filtering across varying health thresholds.
Interactive Music System Architecture: Structuring and authoring dynamic interactive music frameworks in Wwise, enabling state-driven playback, intensity layering, and seamless crossfades responsive to real-time gameplay events.
Wwise & Unreal Engine Integration: Executing complete audio system integration within Unreal Engine, including event binding, parameter exposure, and cross-engine logic setup.
Wwise Project & Engine Refactoring: Reorganizing and refactoring the audio architecture across both Wwise and Unreal Engine, establishing clean Event hierarchies, Game Parameters, and standardized asset routing.
Dialogue Processing & Pipeline Execution: Executing full-cycle dialogue audio processing, cleanup, noise reduction, EQ, compression, and loudness normalization across character voice lines to ensure mix clarity and professional delivery standards.
Profiling & Resource Optimization: Conducting deep audio profiling in Wwise to optimize runtime performance, configure voice limits, manage dynamic memory pools, and lower CPU overhead for target platforms.