Sound Design Reel
CrystalMine- Interactive Game Audio System Using Unreal and Wwise
Soul City - Unreal Engine 5 Map Implementation
Landmine Garden - an VR Experience at UN
Maskrave - Global Game Jam 2026
Encore - a Rogue-like Card Game
A technical sound design and interactive audio implementation project created in Unreal Engine 5. This project explores adaptive environmental audio systems through Blueprint scripting and MetaSound integration.
Features include:
Spatial 2D/3D ambience systems with attenuation
Environmental reverb and occlusion modeling
Adaptive footsteps using physical materials and line tracing
Interactive machine audio controlled through Blueprint logic
Dynamic rain audio and particle control
Layered adaptive music systems
Physics-based collision audio with MetaSound randomization
Tools: Unreal Engine 5, Blueprint, MetaSound
Landmine Garden is an immersive VR experience focused on themes of landmine awareness, recovery, and healing through interactive storytelling and environmental exploration.
The project was exhibited at the United Nations Headquarters and officially selected for the SIGGRAPH 2026 Immersive Pavilion.
Role: Sound Design & Music Track composing
Maskrave is a rhythm game developed in Unity during the 2026 Global Game Jam and showcased at the NYU Game Center site. The game is centered around the theme of masks and draws inspiration from the traditional Chinese art of Sichuan Opera face-changing, or Bian Lian (变脸).
Players must react with speed and precision as notes travel toward the judgment line, pressing or holding corresponding keys in sync with the music to maintain combos and maximize their score.
For the project, I contributed sound design and original music composition, working closely with the development team to support gameplay feedback, timing clarity, and the overall audiovisual experience within a rapid prototyping environment.
Role: Music Track Producing & Sound Design
Encore is a single-player, turn-based card game about desire, control, and the illusion of completion.
You return to a broken theater once governed by order—one ticket, one show. Now, the stage is occupied by seven personified desires, each demanding satisfaction on their own terms. By selecting Events and collecting Items, you construct a score through a multiplicative system to meet each desire’s ever-shifting expectations.
Role: Music Composing & Sound Design
Implemented a full interactive audio pipeline including 3D spatial audio, velocity-based collision sounds, surface-adaptive footsteps, and environmental reverb zones.
The system uses Wwise States, Switches, and RTPCs to drive adaptive mixing and music transitions in response to gameplay events. Demonstrates real-time audio behaviors, spatial mixing, and integration between Unreal Blueprints and Wwise.
Role: Sound Design & Implementation
Tools: Unreal Engine, Wwise