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GEN_ÆKAALI//
Sound design and composition

Game audio
Reels
Wwise Audio Implementation Reel
Audio implementation in Unity via Wwise. Centralised event architecture with 3D spatialization, RTPC-driven heartbeat ducking, surface-based footsteps and built-in occlusion handling.
Engine: Unity
Middleware: Wwise
Wwise Music System Reel
Interactive music system implemented in Wwise. Original composition across three gameplay states with state-driven transitions.
DAW: Ableton
Mic: AKG C451B, Neumann TLM 103
FMOD Audio Implementation Reel
Audio Implementation in Unity via FMOD. Focus on technical setup, event architecture and real-time parameter control.
Engine: Unity
Middleware: FMOD
Unity Audio Implementation Reel
Implementation of audio in Unity through a centralized Audio Manager (UI, Ambience, Looping Footsteps) and Object-Based sources for world entities. Focus on technical setup and in-engine integration.
Engine: Unity
Sound Design - Showreel 2025
SFX redesign of multiple video game clips. All the sound are original recordings except for the grate, sourced from a free library.
Mic: Zoom H2n handy recorder
Dark Souls III sound redesign
Audio redesign of the "Dark Souls III" cinmeatic trailer. All audio elements are original.
Voice actress: Kristine Hansen
DAW: Ableton/Pro Tools
Mic: Zoom H2n, Beyerdynamic M201
Own projects

"The Path of the Unhallowed"
All assets, programming, designs
Game jams
Copyright © 2025 Camilla Gianolini - All rights reserved

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