Technical Sound Design & Implementation
 
 

 


//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)

 

PROJECTS


REDESIGNS

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