GAZARIAN GORIK
Game Audio Designer





Passionate about video game sound design for both its artistic and technical aspects, combining reflection on interactive design and integration methods, I also like to develop tools that improve workflow and prototype various systems, in order to explore new interactive approaches.

Demo Reel

Projects

MSFS 2024 - Skyship600
Asobo Studio (2024-2025)
For the Skyship 600, an airship model from 1984, the design process was different. Indeed, we were not able to record it, so I first did a job of looking for sound references and information about the type of motorization and propellers. And using the sounds of a Porsche 930 and an electric glider's propeller, I was able (paradoxically) to simulate the authentic sound of the airship.
Reaper · Izotope RX10 · Wwise · XML · Perforce · Asobo Engine
MSFS 2024 - Wind turbine
Asobo Studio (2024-2025)
In addition to airplanes, I worked on elements of the world, like the wind turbines. My main objective was to reproduce the sound of the blades (woosh) when they pass near the player, and modulate the sound characteristics according to the wind speed.
Reaper · Wwise · XML · Perforce · Asobo Engine
From a logical perspective, the condition "a sound passing near a listener" is similar to the Doppler effect. So, I started by using the Doppler value calculated by the simulation to modulate the volume, HPF, and LPF of a soundseed air wind to transform it into a woosh. This allowed me to spatialize and synchronize the sound with the blades passing in front of the camera. However, for high wind speeds, it didn’t sound very good, so I created a blend towards a soundseed air woosh (which didn’t need to be perfectrly synchronized at that speed).
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MSFS 2024 - Tools
Asobo Studio (2024-2025)
On MSFS 2024, I've also worked on tool updates, to ensure compatibility with production changes, and to enhance ergonomics. I've also developed small programs that allowed me to automate tasks or verify large amounts of assets (.xml or .wwu files).
C# (Winform) · C++ (IMGUI)
HDR Priority viewer
WinUI3 WIP Tool
I am currently developing a tool in WinUI3 that connects to a Wwise project, retrieves events whose audio objects are routed to an HDR bus, and visualizes them in a chart using voice volume data, min/max voice volume RTPC values, and states. Its purpose is to give a clear overview of how priorities are defined within the project, with the option to narrow the scope using filters and search bars, or open them in Wwise with a simple Ctrl + Click.
Wwise · HDR · WinUI3 · C#