Engine & Implementation
Unreal Engine 5 Full audio pipeline from asset integration to in-engine delivery
MetaSounds Procedural audio graph design — dynamic, reactive soundscapes
Blueprint Scripting Audio-driven Blueprint logic — triggers, states, parameters
Attenuation Systems Spatially coherent distance falloff — near, mid, far zones
Reverb Zones Dynamic reverb switching between interior and exterior spaces
Wwise Event-driven audio — states, switches, RTPC, busses
FMOD Studio and integration — timeline events, parameters
Sound Design
World-Building Audio Large-scale environments — layered ambiences, dynamic systems
SFX Design Original sound effects from concept through to game-ready asset
Environmental Ambience Biome-specific layers — weather, fauna, topology, time of day
Field Recording Location sound capture for bespoke, authentic source material
Audio Direction Creative vision, tone setting, and team-level audio decisions
DAW & Asset Pipeline
Reaper Primary DAW — editing, processing, SFX design, mix
Soundminer Audio asset management, metadata tagging, search workflow
Asset Management Naming conventions, version control, delivery pipelines
Audio Processing EQ, compression, layering, pitch, transient design
Collaboration & Process
Remote Working 12+ years fully remote — async communication, self-directed
AAA Production Large studio pipelines, milestone delivery, cross-discipline review
Indie Collaboration Smaller teams, broader scope, flexible engagement
Technical Documentation Audio design docs, handoff notes, integration guides
01

Brief

Creative direction · Tone reference · Scope

02

Source

Field recording · Library · Synthesis

03

Design

Reaper · Soundminer · Processing

04

Implement

UE5 · MetaSounds · Wwise / FMOD

05

Integrate

Blueprint · Parameters · States

06

Deliver

Review · Iteration · Sign-off

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