Julian Tinao

GAME AUDIO

SFX, Ambience, and Code Implementation

UnrealUnityWwiseFMOD

About

Hello, I'm Julian — a sound designer dedicated to crafting immersive audio experiences for games. My work blends creative sonic storytelling with technical precision, from rich ambiences to responsive SFX. I can also implement sound into engines like Unreal and Unity natively or using Wwise or FMOD middleware, I bridge the gap between audio vision and in-game reality.

Portfolio

SpookyWipeOut

Audio Design and Wwise implementation for an original game made along with a multidisciplinary team of students from Image Campus. I was in charge of Wwise implementation, designing in the Wwise middleware and also implementing all the audio code in Unity working on par with game developers.

Some audio features implemented in the game are:

  • Dynamic Music System. A music system that evolves with every ghost captured.
  • Audio listener follows character but maintains camera angle for correct 3d positioning of audio game objects from the player perspective.
  • Random "phantom piano" playing once in a while. And piano noises when character hits the piano.
  • Vacuum audio system that simulates correct acceleration and relaxation of vacuum motor no matter what the player does with it.

Quarry

Sound Design FMOD Demo made from scratch with free assets from FAB. All Unreal project was made from scratch modifying a free Quarry environment from Quixel imported in the Unreal first person template. All Unreal functionality was coded using blueprints. All audio is running on FMOD middleware implemented using blueprints. All Audio assets were custom made using library sources.

Some Audio features implemented are:

  • Dynamic rich environment, with random animals sources in random positions.
  • Step detection system that differentiates floor type and running or jumping for special landing effects.
  • Box hit progress detection using FMOD global parameter for advancing the story dialog in order no matter which box is hit.

StackOBot

Audio Design Demo made in limited time for an Image Campus Game Audio class. It is based on StackOBot free asset game from Epic Games. All audio assets where custom designed and implemented inside engine. Not only original audios where replaced, also systems like footstep detection, jetpack audio system and collectable synthesis generation where redesigned in MetaSounds. Music from free library.

Ball

Unity Steam Audio binaural plugin demo. Demo made from scratch using a Unity empty project. Implemented Steam Audio binaural HRTF, baked Steam Reverb, baked pathing. Steam Audio transmission and reflections are enabled using Steam Audio geometry and different materials with custom coefficients for floor, walls and glass. Made for Image Campus Game Audio class.

Contact me

Let's connect — I'm always open to new projects.