email: [email protected]
Hi, I’m Luís Lisboa, a sound designer for video games, from Lisbon, Portugal.I'm passionate about creative audio with an equal love for the technical and interactive aspects of audio.
In high school, I studied computer programming, having learned languages such as C#. Around this time, I started gaining an interest in game development and began exploring Unreal Engine 4.In University, I studied Music Production where I started developing my passion for audio and the engineering side of sound. I started expanding my skills at producing, composing, mixing and mastering, and applying that knowledge to my work. Quickly after, I realized I wanted to join my fondness for video games and coding to my passion for audio and began applying the skills I had acquired to designing sounds.
I was previously the Lead Sound Designer at Gamucatex, working on the sound design and audio implementation for Tectonicus.You can find my CV here.
Main Skills: Sound Design, FMOD Studio, Wwise, Unreal Engine, Unity, Cinematic Sound Design, REAPER, Field Recording, Logic Pro X.
Additional Skills: C#, Python, PHP, Git, Music Composition, Music Production, Mixing, Mastering, Music Theory.
My Favorites Games Ever:
Resident Evil 4
Team Fortress 2
DayZ
CS:GO
Games On My Wishlist:
The Last of Us™ Part I
S.T.A.L.K.E.R. 2
Starfield
Dead Space (Remake)
In My Free Time I Like To:
Produce Music
Work Out
Play Guitar
Travel
PORTFOLIO
LYRA
UE5/Metasounds Implementation
Using the freely available Lyra sample game from the Unreal Engine Marketplace, I used the built-in audio system in UE 5.0, Metasounds, to showcase my audio implementation skills and creative skills. You can hear and see more about my process in the “Lyra Demo Reel” video where I demonstrate my working process and the sounds I created.
3D GAME KIT
Unity/Wwise
Using Unity’s 3D Game Kit, I was able to showcase my sound and interactive audio skills using Wwise.
FMOD OCCLUSION SYSTEM
FMOD Implementation
A custom-made FMOD occlusion system in Unreal Engine 5 using Blueprints to replicate some of Wwise’s obstruction functionalities in FMOD.
STEAM AUDIO
UE4/FMOD
A small project utilizing the Steam Audio plugin for FMOD and Unreal Engine 4. Using the sample map “Soul Cave”, I was able to utilize the spatial audio feature to implement a realistic environment.
SCORN
Sound Redesign
A short sound redesign from one of the gameplay trailers.
DEMON’S SOULS
Sound Redesign
A sound redesign from the iconic enemy boss at the end of the tutorial level.
TECHNICAL AUDIO
Unity C# / Unreal Engine 5 Blueprints
Using C# and Unreal Engine’s Blueprints, I implemented several audio systems using Wwise, such as an in-game volume manager and a spline audio technique that follows the player around in a specific area, saving resources by not populating a large area with several audio sources and instead using only one.
VALLEY OF THE ANCIENT
UE5/Metasounds Implementation
As part of my Metasounds learnings, I decided to create a dynamic wind system using synthesizers, noise generators and Blueprints, that can react to player’s location and actions. I also took this opportunity to familiarize myself with the “sequence” feature in Unreal Engine by sound designing and implementing a cutscene.
CELESTE
FMOD Implementation
A short demo project utilizing the sample game “Celeste” to showcase my audio implementation skills using FMOD.