
I’ve spent the last five years building audio systems and creating sounds for AAA games. It’s a mix of technical problem-solving and creative exploration.
Avatar : Frontiers of Pandora
As a technical sound designer on Avatar: Frontiers of Pandora, I designed and implemented the audio system for combat landmarks using Ubisoft’s proprietary Snowdrop engine. I built all gameplay logic directly in-engine, handling state changes, triggers, and event-driven systems to reflect the landmarks’ defeat and the subsequent environmental transformation. This included scripting the full transition from militarized spaces to nature-reclaimed soundscapes, using dynamic emitter control, parameter-driven behaviour, and seamless integration with gameplay states.
Assassin’s Creed Nexus VR
For Assassin’s Creed VR, I worked on the Android development side using Unity, focusing on audio implementation for cinematics and in-game sequences. I was responsible for recording and editing all materials and foley assets, tailoring them for spatial accuracy and responsiveness in VR. Additionally, I experimented with binaural recording techniques and in cooperation with the audio programmers integrated HRTF-based spatialization to enhance player immersion and spatial perception within the virtual environment.

The Settlers New Allies
On The Settlers: New Allies, I was responsible for a wide range of sound design and implementation tasks, including UI interactions, environmental sounds, and building events. I polished and integrated all audio assets, handled animation tagging, and ensured tight synchronization between visuals and sound. I also developed the audio logic for UI menus, creating responsive feedback systems using state-based behaviours and parameter-driven setups to support clear and immersive player interactions.
