WORLD OF DOGS

A high-velocity FPS set in a city paid to bleed and built to fall. God is laughing.

Leading a small team developing an upcoming immersive sim movement shooter WORLD OF DOGS.

My responsibilites have included:

  • Full pipeline Wwise & Unreal pipeline managed.

  • Edited, implemented, mixed, and optimized in-game music assets to support gameplay, narrative, and performance requirements.

  • Developed adaptive and interactive music systems using composer-created content that responded to player actions and game states.

  • Integrated and managed music assets within Unreal Engine 5 using Audiokinetic Wwise across multiple gameplay features.

  • Prototyped audio solutions for gameplay mechanics, explored new implementation approaches, and documented audio workflows.