Cristian Giordano
Interactive audio systems for readable gameplay feedback.
I design gameplay audio systems that make tension, space, player states and interaction easier to read.
01 / Case Study
Project H
A solo-developed prototype designed around audio-first production: modular environments, minimal visual exposition and systemic sound feedback.
02 / Interactive Audio Systems
Systems as modules.
Adaptive Audio
RTPC-driven feedback connected to stress, breathing, environmental states and player actions.
Stress & Breathing
A physiological feedback loop where stress affects breathing, heartbeat, filtering and player perception.
Light & Exposure
Warm light stabilizes the player, darkness increases exposure and lighting becomes part of the gameplay loop.
Event-Driven Audio
Unity events, Wwise States, Switches and modular architecture connect actions with real-time feedback.
Audio-First Production Design
Project H turns solo-dev constraints into creative direction: limited animation, modular spaces and minimal visual exposition let sound and systemic feedback carry the experience.
03 / Vertical Slice
Memory Investigation Loop
The current vertical slice follows Robert’s memory: the player investigates a life, identifies its central regret, solves memory-based interactions and watches the environment react after each discovered fragment.
04 / Music Composition
Structure, pacing, tension.
My music background informs the way I design systems: repetition, contrast, emotional pacing and narrative structure.
The Aftermath
A story of love, betrayal and revenge told through cinematic composition.
05 / About
Cristian Giordano
Technical Sound Designer & Composer focused on interactive audio, gameplay feedback and immersive systems.
I work with Unity, Wwise and C# to design audio systems where sound communicates player state, attention, space and interaction.