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02Senior Technical Sound Designer · 3DAR

Eggscape

Multiplayer voice, adaptive reverb and real-time audio systems for a mixed-reality experience.

PROJECT VIDEOEggscape: A Mixed Reality Title Coming to Quest
Mixed RealityUnityWwiseSpatial Audio

Senior Technical Sound Designer · 3DAR

Eggscape is a social mixed-reality platform where people meet, play and build worlds together. As Senior Technical Sound Designer, I built audio systems that connected multiplayer voices and sound to the play space.

I developed a real-time spatial voice-chat system and a toon-voice system, adapted reverb to the space used for play, and debugged and repaired existing audio code in Unity and Wwise.

My contribution
  • Built a real-time multiplayer voice-chat system and spatialized voices in the play environment
  • Developed a real-time toon-voice system
  • Audited, debugged and repaired existing Unity and Wwise audio systems
  • Adapted the reverb system to the space used for play
  • Adjusted Wwise distance-attenuation curves and configured cone attenuation for 3D sources
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03Technical Sound Designer · Sound Designer

DustBusters

A gameplay-driven audio system built to keep fast cooperative cleaning readable, responsive and fun.

PROJECT VIDEODustBusters
Unreal EngineMetaSoundsDynamic MixingSound Design

Technical Sound Designer · Sound Designer

DustBusters is a cooperative party game centered on cleaning houses under pressure. Its audio system responds to gameplay progress, location and player actions so the mix can communicate priorities without losing the playful tone.

I designed dynamic mixing, room-based audio and proximity logic in Unreal Engine. MetaSounds and gameplay parameters connect tools, environments and music to the state of each round, building a system that can increase intensity while preserving useful feedback.

My contribution
  • Designed a gameplay-driven dynamic mixing system
  • Implemented room-based audio and proximity logic
  • Built runtime systems with Unreal Engine and MetaSounds
  • Connected tools, feedback and musical intensity to game state
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04Doctoral Research · Educational Game

Game Audio Game

A playable learning environment that turns adaptive music and technical audio concepts into systems people can explore directly.

PROJECT VIDEOGame Audio Game
ResearchEducationUnreal EngineWwise

Doctoral Research · Educational Game

Game Audio Game is being developed as part of my doctoral research at Universidad Nacional de Quilmes. It teaches adaptive-music principles through interactive puzzle solving and four key composition strategies.

Built from the ground up and integrated with professional tools such as Wwise and Unreal Engine, the project connects theory with implementation practice. Its goal is to help aspiring game-audio designers understand not only how interactive music sounds, but how its logic is structured and tested in a real-time environment.

My contribution
  • Designed the learning experience and core audio puzzles
  • Developed interactive audio systems in Unreal Engine
  • Integrated Wwise into the educational workflow
  • Connected research on game-based learning with production practice
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01Tool Development · Audio Pipeline

Wwise Basic Tools

A growing open-source toolkit that makes common Unity and Wwise implementation tasks faster, clearer, and accessible without custom code.

PROJECT VIDEOWwise Basic Tools
UnityWwiseC#Open Source

Tool Development · Audio Pipeline

Wwise Basic Tools is a collection of Unity–Wwise scripts designed to streamline game-audio implementation for beginners and experienced teams alike.

The toolkit covers mixers, events, states, switches and RTPCs, alongside timers, tag and layer readers, distance logic, footsteps, jumps and other character-movement systems. It turns repetitive implementation work into reusable components that sound designers can configure directly in the Inspector.

My contribution
  • Designed reusable, no-code audio implementation components
  • Automated repetitive Unity and Wwise setup tasks
  • Built systems for movement audio, environments and runtime parameters
  • Documented scalable workflows for sound designers
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