Hi, I'm Avril.
I'm a sound designer and implementer for video games and AR/VR experiences. I have strong background in theatrical sound design and live audio and have been working in the AR/VR scene as of late. Currently, I'm working as a sound designer for Legends of Runeterra at Riot Games. You can check out my work in the latest releases of LoR, Microsoft’s 365 Dynamics products such as Guides Mixed Reality on Hololens 2 and in Bevel Space’s architectural show rooms.
My current quarantine hobbies include watching endless hours of period dramas, going on long walks with my sisters puppy Tibu, and playing ridiculous amounts of RPG's.
C# Audio Scripting
Riot Games: Legends of Runeterra
PC, IOS, Android
In this strategy card game, skill defines your success—not luck. Mix and match iconic champions, allies, and regions of Runeterra to unlock unique card synergies and outplay your opponent.
Worked with other disciplines to determine appropriate process and pipelines for effective audio content delivery
Used Unity and Wwise to implement assets directly into the game.
Ensured the quality of assets by playtesting and gathering daily feedback on content from my team and discipline
Determined and communicated content audio goals, including how they align with product goals to teammates, product leadership and others
Microsoft Dynamics 365 Guides
Holographic live instructions brought to you through the Hololens 2. Author easy to understand step by step instructions to help standardize processes and help guide employees in real world scenarios.
Collaborated with various team members to create and iterate audio content for new form of Mixed Reality interaction called "Gaze Dwell" using a Microsoft internal audio and spatialization tools while still adhering to the Microsoft UX and UI brand sound using Unity 3d
Discover first-hand what it is like to witness a loved one develop Alzheimer’s Disease. Through the fusion of virtual reality, live theater, and personalized design, experience storytelling like never before.
Created content and implemented sound effects using AudioKinetic's WWise and its spatial plugins for the Oculus quest. Collaborated with programmers to run Game Multimedia Engine though Wwise to provide in-game voice communication services in real time between an actor and a player.