Ghost of tsushima
Animation sound effect tagging was one of my main responsibilities on Ghost. I used an animation preview window to select a specific animation, placed a Wwise event on the timeline, and then played the animation through to make sure the timing and tone matched the visuals.
Cutscene sound effect tagging was my other main responsibility on Ghost. The process was very similar to animation tagging, except there were usually multiple actors within the scene that needed sound as well as other non-character objects.
Every test world and test tool was located within the Debug menu. Loading up specific blank worlds to work on animations and test out sfx within the game was a daily part of my job.
Making sure the correct Wwise event was triggering in game was made easier through the sound emitter tool. This showed active sounds playing, their tag name, and also their location on the animation.
A few examples of how sfx work within Wwise and Unity for the mobile game Rescue Pets.
Quick demonstration of a logic system I designed within Unity and Uscript.
I compose music and design sounds for video games. I love games that use music and story together to create a complete and memorable experience.
I am a Sound Implementer at Sucker Punch Productions and I record bands and run audio for Seattle Melody Kick. I am organized, self-driven, and constantly strive to improve my skills. When I'm not playing with sounds or games, I enjoy playing soccer, cooking, and reading.
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