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TECHNICAL AUDIO DESIGN

ALEX THIEDMANN

I'm a junior technical audio designer with a background in both contemporary music and interactive audio systems. I studied Contemporary Writing and Production at Berklee College of Music and completed the School of Video Game Audio, specializing in coding. My focus is on building immersive sound experiences through thoughtful sound design, creative implementation, and code. This site showcases my recent work, ongoing projects, and downloadable resources.

DEMO REEL

RECENT WORK

01

Godot 4
 

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SFX, Music, Programming

Working with a team of 5, I collaborated with developers on the audio direction, code architecture, and implementation within the native Godot 4 audio. I composed music in the style of 1950's and 1980's horror, and created SFX utilizing exclusively homemade foley.

02

UNITY + FMOD

FMOD Implementation + Sound Redesign

For Dragon Crashers, I designed a soundscape that enhanced the game's tense and eerie atmosphere, yet maintained it's comical charm. For the implementation, I wrote an audio and music manager based on the Observer Pattern to control playback behaviors based on game parameters. In addition, they managed memory, and optimized CPU usage. Said scripts are available for use.

03

UNITY + FMOD

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FMOD Implementation + Sound & Music Redesign

For the Viking Village, I created a soundscape that captured the richness and diversity of the game's medieval coastal setting. For the implementation, I used the raycasting to return the water levels within the Mesh to dynamically apply wetness to player footsteps. In addition, I created an interactive music system to adjust music based on position and game time.

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