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Audio Programming

Engine Audio programmer at Xbox Game Studio Rare

Since March 2019, I have been working as an audio programmer at Xbox Game Studio Rare. As part of the engine team, my tasks are:

  •  Creating, maintaining and updating the audio technologies of the studio across the different projects                        

  • Coding of in game audio systems                                                                                                  

  • Creation of bespoke tools to improve the sound design team workflow                                                                                            

  • Telemetry systems for client audio monitoring                                                                                            

  •  Support to the Engine Team as needed           

ATTACCO: Gesture control

Audio Programming and Implementation for iOS game Alphaputt (Sennep Games)

As a side personal project, I am currently developing a virtual instrument for onset detection of percussive sound called ATTACCO. Attacco recognizes timbre, envelope and speed of percussive sounds and translates the into MIDI signal to transform any surface in a music controller! Planned for release in 2020.

Audio programming and implementation using Unity and Wwise for the iOS game Alphaputt, working with studios Coda to Coda and Sennep. Main tasks:

  •  Ad-Hoc modification of the Wwise-Unity integration to suit the needs of the game

  •  Fine tuned loading of sounds to optimize memory usage

  •  Creation of dynamic audio systems to follow the vision of the sound designer

Sound Implementation in UE4

The following video shows the implementation of different sounds in a Third Person RPG game made with Unreal Engine 4. Audio features custom listener position, dynamic sounds that follow the environment to match the visual, an underwater/overwater acustic system and much more.

Music Implementation in Wwise

The following video shows the implementation of dynamic music systems built in Wwise to support the experience of the player in a First Person Shooter Game. Originally created for an assignment at Leeds Beckett University, the Orchestral samples and choirs were provided by the University, while all the other music and the orchestral percussions are by me. The level is a modified version of the 'Shooter Game' sample game for UE4 available via the Epic Games Launcher.

Music and sound implementation at 

Leeds Beckett's game audio course 

For the game audio module I attended while studying at Leeds Beckett I implemented music and sound for a video game level provided in Unreal Engine 4. The level features:​

  •  A music system that can combine different layers of music to avoid repetitivity, and guides the  player in certain sections of the game

  • A wind system that, starting from a little segment of white noise, filters it in different ways creating different wind currents, that reacts to the environment (e.g.: less wind in corners or behind columns, more current in cave entrances) 

  • Different reverb settings for different zones

  • Footstep sounds created from the random combination of different toes and heels sounds, giving high variabilty with low memory footprint. Footstep sounds change then following the material the player is walking on

  • Inner dialogues (like thoughts, or telepaty) differentiated from outer ones

  • A ducking system for dialogues

  • All the sound and music memory size is 11.6 MB

Altough the level was provided, the minigame interactions shown in the video were entirely built by me.

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