Audio Software Engineer

Need help leveling up game audio systems and workflows to push the boundaries of gameplay and interactive soundscapes?

From high level systems to tools to platform technology, Michelle can adapt to support audio and gameplay team needs.

Innovation in art and technology for sound

Michelle loves to collaborate on complex, cross-disciplinary projects to solve creative problems, especially in game audio.

After realizing her favorite games have exceptional audio, she wanted to learn more about the underlying technology, and she is still excited to continue growing with new challenges.

She thrives on teams striving to reach new frontiers in gameplay and exploring ways audio can enhance interactive experiences.

With her experience in various areas of the game audio pipeline, Michelle is ready to jump into any gameplay system to empower designers and engineers while quickly learning the tech and tools.

Skills honed over the years at:
  • Obsidian Entertainment
  • 343 Industries (now Halo Studios)
  • Dolby Laboratories

Interests

  • Learning different areas of game development
  • Technical sound design and prototyping
  • Advocating for audio and diversity in games

Where you can hear and learn about my work

Learn about the impact of my work in past shipped projects showcasing gameplay audio systems, tools, and integrations.

View details about each project by clicking through the arrows.

Gameplay systems

Obsidian Entertainment, 2025

Gameplay systems in Avowed
  • Dynamic music system that changes with combat intensity and scripted areas in open worlds during exploration.
  • Custom Slate UI for organizing music data assets for each level.
  • Override feature for ambient audio volumes placed in level to change music in specific areas such as boss combat music or sweeping vistas.
  • Debug menu to quickly test combat music with a slider to change threat intensity rather than recreating a full combat encounter with enemy AI.
  • Cutscene implementation to seamlessly transition between ambient music and scripted scenes.
  • Ambient emitter technology for rivers based on player movement and location, implemented with tech art pipeline for automatic generation and placement with worldbuilding tools.
  • Parameters including width and velocity (flow) used to generate sections of emitters at each point on the spline.
  • Sound designer implementation time saved with tech art workflow integration to generate ambient audio tech with one button click.
  • Integration of spatial audio Triton Acoustics plugin within game project that uses custom audio components to stress test latest features in collaboration with the Xbox team.
  • Wrapper to pipe Triton Acoustics processing for custom audio components.
  • Prototype bake process to divide level into a grid, improving acoustics data bake times before UE5 world partition support.
  • Audio interfaces for characters, weapons, and other gameplay objects to trigger audio for various systems like movement and events unique to each object type.
  • Custom behaviors for different interfaces to activate/deactivate audio components to save CPU resources.
  • AI VO utilities to add organic cooldowns for enemy and companion banter and hooks for major combat events.
Audio tools and Extensions

343 Industries (Halo), 2020

Tools/features in Halo: Infinite
  • Scripting toolkit that automatically imports audio assets into Wwise project and copies object properties with a template hierarchy, streamlining implementation.
  • In-game debug view of audio memory usage and soundbank loading status.
  • Visual scripting node for proprietary Slipspace game engine to cache vehicle object velocity for sound designers.
Platform Technology

Dolby Laboratories, 2018

Dolby Atmos for Xbox and Games
  • Test apps for Dolby Atmos SDKs to help Microsoft with OS integration.
  • Test automation framework for validating Dolby Atmos processing with various content types on multiple platforms and endpoints (i.e. playing a game on Xbox with speakers or streaming a movie on Windows with headphones).
  • Custom wrapper to integrate Dolby Atmos with EA's Frostbite engine for Star Wars: Battlefront.
Conferences

Game Developers Conference, 2025

Audio Summit talk
(GDC Vault access required to watch)
Understanding Game Audio Programming and How I Got There
Published Works

Game Audio Programming: Volume 4, 2023

Book chapter
Data-Driven Music Systems for Open Worlds

Toolchains and Tech Stacks

Programming languages, game engines, and software

Coding Environment

  • Languages: C++, C#, C, Python
  • IDEs: Visual Studio, Rider, Pycharm
  • Source Control: Perforce, GitHub

Game Development Stack

  • Game Engines: Unreal Engine 5, Unity
  • Audio Middleware: Wwise, FMOD
  • DAWs: Reaper

Let’s connect!

Email or connect on LinkedIn to inquire about gameplay and audio needs or chat about game audio.

  • CA, USA

    Available for remote or hybrid opportunities in California
  • Flexible working hours in PST