//ABOUT
I’m Alexis, a technical sound designer based in the Seattle area! I work across the entire audio pipeline: recording and designing sounds, implementing in-engine and generally wearing whatever hat is needed to turn a creative vision into a functional, logic-driven system. I love a good technical puzzle and thrive in collaborative spaces where I can help get great sound into great games.
You can find my resume here!
Learn more about me here!
IMPLEMENTATION
Technical audio showcase of a dynamic ambience system I built for Cropout, the UE5 top-down RTS sample project. This project focuses on translating creative sound design into scalable, logic-driven systems using Unreal and Wwise.
Breakdown of how I implemented audio logic using command instruments in FMOD for a cozy puzzle game.
Collision system in Unreal 5 using MetaSounds. Impact intensity drives playback volume so objects feel responsive and natural.
Vehicle Design in FMOD. One event with 3 parameters featuring a take-off, idle loop, and landing. Parameters control speed, ship damage, and load. Because the parameters are global, they can be used to control music changes, interior sounds, and other events.
///SOUND DESIGN BREAKDOWN
Breakdown of skill check roll from Disco Elysium (ZA/UM)
Toy car
Rubber band
Crystallizer (Soundtoys)
JUP-8 (Arturia Synth)
///ENVIRONMENTAL EMITTER
I worked on designing and implementing environmental ambiences in the demo for Hit n’ Bit (Digital Scorpion Interactive)
Rushing stream
Zoom H4n Pro
EQ
FMOD
///CREATURE VOX
I designed a creature growl using only a percussion instrument
Cajon & big thumb
Supermassive (Valhalla)
Little AlterBoy (Soundtoys)
OTT Compressor (Xfer)