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.