Led the full audio direction and production for a roguelite horde survival game with tower defense and resource-driven gameplay. Defined and developed the core sonic identity of the project, shaping its atmosphere around tension cycles, constant threat, and progression-driven gameplay.
Initiated and developed the overall audio concept from the ground up, establishing a cohesive sound language that blends mechanical, underwater, and sci-fi elements. Focused on creating a dynamic contrast between exploration, mining, and high-intensity combat phases, supporting the game’s core loop of risk, preparation, and survival.
Designed and produced all sound assets, including combat, weapons, enemies, environmental audio, UI, and gameplay feedback systems. Paid particular attention to clarity and readability in dense combat scenarios, ensuring that critical gameplay information is always perceptible under heavy load.
Composed the original soundtrack, combining atmospheric tension, rhythmic drive, and adaptive energy shifts to match the pacing of gameplay. The music system was designed to support transitions between calm exploration, incoming threat, and intense battle moments, reinforcing player immersion and emotional response. Implemented the entire audio system using FMOD and Unity, building a scalable and responsive audio architecture. Developed event structures, parameter-driven behaviors, and real-time control systems to handle dynamic gameplay states and layered audio interactions. Focused on optimization, performance, and stability across different gameplay scenarios and platforms.
Oversaw the full audio pipeline from concept to final implementation, continuously testing, iterating, and refining the system to align with evolving gameplay mechanics. Delivered a cohesive, responsive, and production-ready audio experience fully integrated into the game.