Crowd Life

Designed and managed a dynamic walla sound system, from recording through to in-game implementation.

Created a dynamic dialogue system for NPCs while maintaining the game’s linguistic setting.

npc behavior

Designed and implemented voice-driven AI systems to enhance NPC behavior, making interactions and reactions more natural, immersive, and responsive.

Focused on reducing the “gamey” feel by prioritizing subtlety, realism, and organic conversation/reaction in AI-driven dialogue.

Here are some examples of VO behaviors I designed for Assassin’s Creed Mirage. I created systems allowing NPCs to respond to each other and react dynamically to other NPCs’ actions. For example, an NPC witnessing an ally hit the player can trigger a contextual VO line.

SOUND design

Designing voices and creating voice FX for monsters and creatures, from post-production through to in-game implementation.

Here are some examples of my work on Assassin’s Creed Valhalla, combining sound design and voice design using the voice of our “werewolf” actor. As for the boar, all of its sounds were created entirely from scratch.

EXERTION, BREATH & grunt

Designed and budgeted an onomatopoeia package tailored to the game’s needs, while providing technical direction during recording sessions.

Managed the in-game implementation of complex sequences that dynamically adapt to gameplay parameters.