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Hello there!

Thank you for listening to my work, and for being here!

My name is Angeline Carlos. I am an audio engineer who specializes in sound design.  I am originally from the Philippines, but I am currently residing in Northern New South Wales, Australia. 

I have worked as an audio engineer for both advertising and film. I am currently working as a studio technical officer in SAE Media Institute, Byron Bay.

 

I have always been enthusiastic about creating (and breaking?) squigly air, and all of the technical and collaborative aspects that comes along with it. 

I love to play games during my spare time. I consider this as research to further understand games, which help develop my skills (always learning).

 

I specialize in sound designing, but I also offer a range of services including audio editing, audio restoration, asset creation, foley recording, and I am also a voice over artist. 

You can find my CV here.

You can also find my advertising and film portfolio here.

SOME OF MY FAVOURITE GAMES:

Final Fantasy VII & VIII

Jedi: Survivor

Last of Us

Tetris

MY FAVOURITE GAMES FOR SOUND:

Ghost of Tsushima

Hunt Showdown

Inside

Last of Us II

GAMES THAT I LOOK FORWARD TO:

Star Wars: KOTOR

Star Wars: Outlaws

SOME OF MY FAVOURITE FILMS:

Gran Torino

Hidden Figures

Star Wars

The Lord of The Rings

Portfolio.

Mortal Kombat 1

Gameplay and cinematic sound redesign

A sound redesign of some excerpts from Mortal Kombat 1 trailer

For Honor

Cinematic sound redesign

Ghost of Tsushima

Gameplay sound redesign.

A sound redesign from For Honor trailer.

A sound redesign from Sucker Punch Productions'  Ghost of Tsushima

Horizon Forbidden West

Gameplay sound redesign

A sound redesign from Guerrilla Games' Horizon Forbidden West.

Lone Soul

Unreal Engine 4 and Wwise Demo Level

A short demo game level I created from Unreal 4. I used Epic Games Soul City and a character asset from Unreal Marketplace. I used Wwise for audio implementation. It was developed to showcase different attenuation levels; line traces to determine the surface type for footsteps, and RTPCS that are triggered based on the player's distance and speed. You can hear more about them  in the breakdown videos above.

In addition, I added a P.A. announcement saying "A storm is about to approach. Please remain indoors" in Japanese. This gives the illusion of a story line.

Shock Rifle

Unreal Engine 5 and Wwise Implementation Demo

A short demo game level I created from Unreal 5, using assets from Unreal Marketplace, and audio implementation using Wwise.  It is a FPS demonstration of multiple gun firing, powering up/handling sounds. 

Sinag

Unity and Wwise Implementation

This was my major project for university (each student was tasked to create/do something in relation to their respective discipline -  audio, animation, film etc.).

One crucial part of my project was to create a short game level demo that would explore the possibilites for visual impairment accessibility. 

I created Sinag through Unity,  and implementated audio using Wwise.

Read more about Sinag here

 

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