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Sakura's Mask

Project Type

Video Game

Role

Lead & Technical Sound Designer

Location

Bordeaux

Emplacement

Bordeaux

Voici une version épurée, percutante et débarrassée du jargon de communiqués de presse :

Sakura’s Mask: Stealth / Infiltration (Feudal Japan)

Tech: Unreal Engine 5, Wwise

Overview

You play as a hard-of-hearing protagonist trapped in a heavily guarded temple. Equipping a supernatural mask grants invisibility at the cost of total blindness, but unlocks acute hearing. Sound becomes your sole tool to navigate and survive.

Key Contributions

Dual-State Audio Pipeline: Built a dynamic transition system between the character's muffled perception and the mask's hyper-acute hearing. Driven in Wwise via RTPCs, custom DSP chains, and real-time filtering tied directly to gameplay states.

Navigational Audio & Spatialization: Tuned 3D spatialization, diffraction, and occlusion in UE5 so players can track guard paths, detect traps, and read room acoustics purely by ear.

System Integration: Hooked UE5 animation notifies, physical surface traces, and AI alerts straight into Wwise events via custom Blueprints.

Asset Creation & Optimization: Produced all sound assets from scratch (Foley, ambiences, creature design, adaptive music) while managing SoundBank memory, voice budgets, and priority systems for stable performance.

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