BAM ALBERTO

Game Programmer & Technical Sound Designer

Specialization
3D Audio Framework for Custom Engine using Wwise
Implemented Wwise in a custom engine, featuring depth-based raycast occlusion, trigger-based acoustic zones, and debug tools for sound attenuation.
Highlights
Dive deeper into key moments and highlights in my time at The Game Assembly!
Group Projects

Finders Keepers
3rd Person Platformer
(C++)

Contributions: Project Coordinator, Animation, FMOD, Sound Design & Music

SPITE: Bleeding Skies
Diablo Clone
(C++)
Contributions: Animation, Navmesh, FMOD Implementation
Unbound Game

UNBOUND
2D Precision Platformer
(C++)
Contributions: Camera, FMOD Implementation, Sound Design & Music

STYX
Endless Runner
(Unity)
Contributions: UI, VFX, Audio Programming, Sound Design & Music

CALL OF THE DEEP
Mobile Puzzle Adventure
(Unity)
Contributions: UI, Audio Programming, Sound Design & Music

O.S.T (Operation Space Travel)
Top Down Adventure
(C++)
Contributions: Camera, FMOD Implementation
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.
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