GAZARIAN GORIK
Technical Audio Designer





Passionate about game audio design, manly for its technical aspects, combining reflection on interactive design and integration methods. I also like to develop tools that improve workflow and prototype various systems, in order to explore new interactive approaches.

Projects

MSFS 2024 - Tools
Asobo Studio (2024-2025)
On MSFS 2024, I've also worked on tool updates, to ensure compatibility with production changes, and to enhance ergonomics. I've also developed other programs to automate tasks or verify large amounts of assets (XML or Wwise structure files).
C# (Winform) · C++ (IMGUI)
Microsoft Flight Sim. 2024 - Canadair
Asobo Studio (2024-2025)
On Microsoft Flight Simulator 2024, I was in charge of the audio implementation for the iconic Canadair CL-415 and the Skyship 600. I've worked on the Wwise integration of engine sounds and foleys, ensuring realistic audio behavior from all camera angles and positions.  I also implemented convolution reverb for the cockpit, and managed the dynamic blending of interior and exterior sound sources for transitions when opening windows and doors to deliver an immersive and authentic acoustic experience, true to the aircraft’s unique character.
Wwise · XML · Perforce · Asobo Engine · Recording · Reaper
MSFS 2024 - Wind turbine
Asobo Studio (2024-2025)
In addition to airplanes, I worked on elements of the world, like the wind turbines. My main objective was to reproduce the sound of the blades (woosh) when they pass near the player, and modulate the sound characteristics according to the wind speed.
Reaper · Wwise · XML · Perforce · Asobo Engine
So, I started by using the Doppler value calculated by the simulation to modulate the volume, HPF, and LPF of a soundseed air wind to transform it into a woosh.

This allowed me to spatialize and synchronize the sound with the blades passing in front of the camera. However, for high wind speeds, it didn’t sound very good, so I created a blend towards a soundseed air woosh (which didn’t need to be perfectrly synchronized at that speed).
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Wwise Proximity Voice Chat System
Unreal Engine 5 system & co-development (2024)
While working on a multiplayer project with a friend, we made a free realistic proximity voice chat system, rooted to Wwise, in order to use Wwise Spatial Audio. Together, we designed the system for sending voice data from the EOS plugin to Wwise (via an audio buffer). He then handled the C++ coding (voice management with EOS and multiplayer), while I worked on the Wwise integration and level blockout.
UE5 · Wwise · Spatial Audio · EOS Voice Chat