Midwinter Entertainment
Scavengers
As part of a fully integrated development team, I contributed SFX over several years of development while playtesting the game for bugs and mix optimizations.
To bring a large cast of characters to life, I created a dialogue database in Airtable that could interface with Unreal Engine and supply tens of thousands of lines to the dialogue and subtitle systems. Scavengers was developed with Unreal Engine 4 and Wwise.
Embedded audio dev across a multi-year production
Midwinter Entertainment needed a fully integrated audio developer on Scavengers — not just a contractor dropping assets in, but someone embedded in the team through sustained development. The scope covered SFX contribution, mix optimization through continuous playtesting, and the technical challenge of handling a massive voiced cast in a live-service shooter.
A dialogue pipeline built from the ground up
To manage tens of thousands of dialogue lines across a large character roster, I designed and built a database in Airtable that could interface directly with Unreal Engine's dialogue and subtitle systems. This gave the team a single source of truth for all voiced content and dramatically reduced the friction of adding, updating, and localizing lines mid-production.
Unreal Engine 4 + Wwise + Airtable
SFX were authored and implemented in Wwise within a UE4 project. The Airtable dialogue database served as the connective tissue between casting, VO production, and engine implementation — allowing audio, design, and production to work from the same dataset simultaneously.
Shipped on PC via Steam Early Access
Scavengers launched in Early Access with a full cast of voiced characters and a SFX library developed alongside the game's evolution. The Airtable pipeline scaled through multiple content updates and remains a model for managing high-volume dialogue in live-service development.