Programming (C++) UE4 to be 'Wwise like' in asset handling, music playback, and gameplay feedback.
Maximizing UE4 audio functions and create Blueprint and Sound Cue exposed classes when suitable.
Implementing audio systems that realize game-design concepts while also respecting memory.
Recording (SFX & VO), designing, and composing audio assets using DSP, Nuendo, RX6, and Halion.
Structuring, consolidating, and centralizing assets into data-tables & maps to simplify property access.