Demeo x Dungeons & Dragons: Battlemarked

I worked on audio systems and tools for Demeo x Dungeons & Dragons: Battlemarked, focusing on scalable solutions for the game's VO and abilities. My work includes:

  • Developing tools that help sound designers implement and refine audio efficiently.

  • Building scalable systems to manage large volumes of voice-over and ability sounds dynamically.

  • Designing and refining how VO is triggered, prioritized, and mixed in-game, including hands-on editing of VO assets when needed.

  • Occasionally contributing to sound design, expanding my skill set beyond programming.

Spatial Ops

I implemented key audio features in areas such as weapons, dialogue, and spatial audio for this mixed reality FPS. With a large amount of weapons and dialogue in the game, I developed scalable and structured systems to ensure seamless integration and performance, enhancing the overall immersive experience.

Racket Club

I worked as an audio programmer on this game; implementing audio features connected to physics, dynamic music, voice chat. One feature I’m especially proud of is how the racket “whooshes” as you swing it through the air.

Home Sports

I’ve implemented dynamic and immersive audio systems for games such as pickleball, hockey, bowling, mini golf, and badminton, enhancing the social and competitive experience.

Gears & Goo

Contributed to the early audio integration work on Gears & Goo (Apple Vision Pro), supporting Wwise setup, foundational audio-system implementation, and initial VO/ dialogue-pipeline tasks.