Cristian Giordano

Musaic — Interactive Audio Systems

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.

01

Adaptive Audio

RTPC-driven feedback connected to stress, breathing, environmental states and player actions.

02

Stress & Breathing

A physiological feedback loop where stress affects breathing, heartbeat, filtering and player perception.

03

Light & Exposure

Warm light stabilizes the player, darkness increases exposure and lighting becomes part of the gameplay loop.

04

Event-Driven Audio

Unity events, Wwise States, Switches and modular architecture connect actions with real-time feedback.

05

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.

Film Made Only By Music

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.