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Michael Pitaniello

Sound Designer

michael.pitaniello@hotmail.com
linkedin.com/in/Pitaniello
michaelpitaniello.wordpress.com

Selected Project Experience

Skills

Sound Designer / Composer


Anonymous (Unity 3D C#)
Sep. 2015 Present
Utilize the Wwise Unity3D integration package to facilitate assets insertion and scripting.
Write high level audio logic utilizing the Wwise interface with our games networking
tools to create unique aural experiences for every player based on their state in the game.
Plan asset creation and placement with special considerations on networking bandwidth
and message response time in order to create unobtrusive and effective audio logic.
Orchestrate a soundscape with layers of audio that strengthen the tone of the game while
effectively relaying important information to the players.

Programming Languages
C / C++
C#
(familiar)
Pure Data
(familiar)
Lua
(familiar)
Audio Programming Tools
FMOD Low-Level API
FMOD Studio API
WWise API
(familiar)

Sound Designer / Composer


Eyes in the Dark (Custom Engine C++)
Sep. 2014 Apr. 2015
Employed the FMOD Studio Middleware to allow faster iteration using the games audio
pipeline, as well as centralize all audio assets and metadata for easy implementation.
Crafted distinct audio effects for enemies using a mix of Foley sounds and library animal
recordings, which provided necessary aural feedback and a richer in-game world.
Recorded, edited, and implemented recorded dialog using Pro Tools 10 in order to
enrich the tone of the game and provide additional guidance to the player.
Coordinated with the teams other sound designer to ensure consistency in theme between
our work and maintain proper repository organization with the FMOD Studio project.

Sound Designer / Composer


Breakfast Apocalypse (Custom Engine C++)
Jan. 2015 Apr. 2015
Organized and exported assets using FMOD Studio Middleware, which simplified the
audio pipeline and allowed us to more rapidly move audio into the game.
Composed and mixed horizontally layered game music using Logic Pro to bolster the
games main musical theme across multiple stages.
Recorded and edited narrative dialog to reinforce the tone of the game, as well as provide
additional status feedback for the players during gameplay.
Performed post production editing on the recorded dialog to remove extraneous noise
and improve the overall quality of the audio.

Sound Designer
Lightmare (Unreal 4)
Feb. 2015 Apr. 2015
Partnered with a second sound designer to effectively manage the games workload in the
allotted time while creating quality assets to compliment the already completed soundtrack.
Acted as recording engineer for multiple voice acting sessions, focusing on consistency in
tone and delivery across multiple script versions.

Work Experience
Jan. 2014 Present

Tutor of Music Theory at DigiPen

Provide guidance on different topics, such as music theory, composition, and audio physics.
Formulate informative answers to questions by adapting to different learning styles.

Education
Bachelor of Science in Engineering and Sound Design
DigiPen Institute of Technology

Expected: Apr. 2016

Bachelor Fine Arts in Music Performance


Marshall University
Focus in Guitar Performance

Jul. 2013

Audio Middleware Tools


FMOD Studio Middleware
WWise Middleware
Audio Tools
Logic Pro 9
Pro Tools 10
Audio Skills
Sound and Dialog Recording
Sound and Dialog Editing
Foley Audio
Post Production Cleaning
Asset Implementation
Team Skills
Agile / Scrum
Team Tools
Git
SVN
Hip Chat
Slack
Development Tools
Visual Studio 12 / 13
Unity 3D
(familiar)
Spoken Languages
English
(native)
Portuguese
(semi-fluent)
Spanish
(familiar)
Personal Strengths
Goal prioritization
Quick Learner
Eagerness to work on a team
Interdisciplinary perspective
Other
MIDI standard

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