I like writing beautiful code and music, they share the same perfection! (But generally speaking it’s just some slogan for HR to read there are lots of code need to be optimised who has time to write a detailed summary better git pull & push)
Go to Technology stack for details.
I’m a technical sound designer at Suzhou Snail Digital Technology Co., Ltd., China now, my daily duty is all about game audio production but (far) more relates to programming domain, both gameplay and game engine parts (Yep I integrate 3rd-party libs/evaluate new solutions/write & design practical modules in the working pipeline and etc).
It’s too serious to work in the game industry, so I trained myself a little bit to be an alcohol-oriented programmer.
Struggle in introspection
and serialization, and stray around the compiler and linker black magic currently, I’m just wondering when we could stop building our own memory manager/concurrency task manager/reflection system but still, why not?
(I have been taught by myself based on C++11 and higher, so don’t support anything under GCC 4.8.1/MSVC 12.0.)
Only use it sometimes with Unity.
OpenGL & DirectX 11 (Vulkan/Metal/DX12 WIP), I like translating some fancy formulae to shader (just after I really understood what those SIGGRAPH papers try to express).
OK what is the best solution of GI???
Some IT experience e.g. build and config PM tools like OpenProject for the colleagues.
Give me some numpy and scipy and let’s DFT/IDFT.
Current job related, where the half of the game audio community holy war came from.
Of course (who doesn’t use VCS today?).
Whom the first time I wrote a tiny game engine with and then started to question “where is my memory?”
Some FMOD Studio script experience, it’s nice, tastes like C#/Java/Python.
CentOS/Ubuntu/MacOSX, no reason to drown in Windows cliché (also I need some proxy/blogger host server so read a little LAMP 101 and got it works).
Always enjoy writing with md.
Machine learning + DSP programming + Web crawler, documents (and Google) guide me.
J’aime la happy-happy-multi-scattering engine (typically I only write the evaluation/demonstration code).
și macro-rules-all engine (typically I give UML style things and let others wait and cry when they hit the compile button).
Current job related, where another half of the game audio community holy war came from.
I am working on this side project actively now, more detail information is just inside the and the themselves. Game is hard to develop, harder the game engine it is, but it’s still full of amazing and fun contents when I’m keeping learning and developing (except TMP).
Technical Sound Designer
Suzhou Snail Digital Technology Co., Ltd.
Full-stack technical support for game audio development. Specialized on the audio engine and
in-game audio implementation.
Zhejiang Feifei Film and Television Culture Media Co., Ltd
Film music composing, sound design, live recording and audio editing.
Kaibo Music Studio
Recording production, composing and audio editing.
MIDI School of Music
First two years I was in Electric Guitar discipline and the final year spent more time on audio engineering field.