MICROSOFT MESH
(UNITY)

Audio Designer at Microsoft Mixed Reality Experience Development

 

ALTSPACE VR
(UNITY)

Audio Designer at Microsoft Mixed Reality Experience Development

 

MINECRAFT JURASSIC WORLD (2020)
(CUSTOM ENGINE)

Audio Specialist at Mojang Studios (Microsoft)

 

SFX and music arrangement by mixing the original assets from the movies with new materials, implemented sounds using the custom engine. In charge of everything related to audio as the only audio person for this game. 

MINECRAFT EARTH (2019)  
BEST SELLING GAME IN THE APP STORE & GOOGLE STORE
(CUSTOM + FMOD STUDIO)

Audio Specialist at Mojang Studios (Microsoft)

 

SFX and music creation for all of the new contents, implemented sounds using FMOD Studio. In charge of everything related to audio as the only audio person for this game.

SNIPPERCLIPS PLUS (2017)  
THE BEST FAMILY GAME OF THE YEAR, THE D.I.C.E SPIRIT AWARD - D.I.C.E AWARDS 2018
(UNITY)

Associate Audio Designer at Nintendo Software Technology

 

SFX creation for all of the new content, worked with the game designer for audio integration in Unity. I couldn't get video footages from Switch directly, but this trailer contains a lot of my sound design work!

SUPER MARIO MAKER FOR 3DS (2016)
BEST SELLING 3DS GAME
(CUSTOM ENGINE / PROPRIETARY AUDIO TOOLS)

Associate Audio Designer at Nintendo Software Technology

 

Composed original music, arranged Nintendo's music, created original SFX, recreated existing SFX, and did mixing and mastering.

It was a fun challenge to work with CPU limit and built-in speakers on 3DS.

8 DOORS (2021)
MOST ANTICIPATED INDIE GAME - BIC 2018
(UNITY + FMOD)

Audio Designer

2D RPG game based on an old Korean story.

(Partial) Composing + sound design + VO design + FMOD implementation

NIGHTMARE GROTTO (2017)
(WWISE + UE4)

Composer

VR Arcade game on HTC Vive and Occulus Rift. Orchestral horror + synth music.

The main focus was to create an interactive music system to follow the intensity of the game.

SOMNUS (2016)
(WWISE + UE4)

Composer + additional sound/VO design

The music proceeds with the gameplay. Used horizontal/vertical re-sequencing throughout the whole game to seamlessly progress the music with the gameplay.

ASCENSION (2016)
(WWISE + UE4)

Composer

Vertical re-sequencing of music using switches and states in Wwise. Dynamic music based on the state of the gameplay. Experimented with exotic scales in orchestral music.