//ABOUT
I’m Alexis, a game audio designer in the Seattle area! Working across the whole audio pipeline, I have experience bridging the gap between creative vision and technical implementation to build dynamic audio experiences that connect the player to the story. With a background in music, I enjoy collaborating with teams to solve the technical puzzles that get great sound into great games.
You can find my resume here!
Learn more about me here!
IMPLEMENTATION
Breakdown of how I implemented audio logic using command instruments in FMOD.
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.
Demo reel using Unity sample project and Wwise to implement audio. I created all original SFX and music for this project.
///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)