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Super Collector

Project Type

Video Game

Role

Audio Lead | Technical Sound Designer | Composer

Location

Bordeaux

Date

2026

Super Collector: Retro Action Roguelike

Overview

In Super Collector, you play as a rogue cursor fighting through a corrupted, obsolete operating system. I shaped the game's audio identity by blending genuine late-80s and 90s computing aesthetics with the punch and punchy clarity expected in a fast-paced modern roguelike.

What I Did

Sonic Direction & Hardware Emulation: Modeled the sound palette around period-accurate FM synthesis, vintage DSP quirks, and intentional sample-rate and bit-depth limits to evoke authentic legacy OS and arcade hardware.

Dynamic Soundtrack: Composed an evolving, high-tempo score that shifts intensity based on bounty tiers, combat escalation, and run progression.

SFX & UI Design: Built tactile combat sounds, system alerts, and mechanical desktop UI feedback engineered to cut through high-density enemy swarms without crowding the mix.

Audio Systems & Technical Integration:

Implemented real-time priority queues, dynamic sidechain ducking, and combat-driven filtering to keep gameplay cues readable under heavy upgrade stacking.

Mapped modular game states, audio parameters, and parameter-driven RTPCs to weapon logic and enemy health thresholds.

Profiled voice counts and memory budgets to prevent voice starvation during chaotic encounter spikes.

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