KT LoPorto

Audio Programmer

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Audio Programmer

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Curse of the Corsair

January - May 2023

Description:

Curse of the Corsair is a single-player RPG created as a case study of Heart Machine’s Hyper Light Drifter. Within a 36 person studio, I worked on the audio team to create various sound effects and develop an appropriate sonic environment. Specifically, I focused on player weapon sound creation, audio integration, and world effects such as reverb zones.

Skills Used:

Unity 2D, Ableton Live, Wwise, GitHub, Atlassian Suite

Sound Effects

Default Melee Variations

These variations were made for the players default sword weapon. All sounds were recorded and processed by me using a FIFINE K678 microphone and Ableton Live.

Charged Effects

These variations were made for the players default sword weapon. All sounds were recorded and processed by me using a FIFINE K678 microphone and Ableton Live. All other sounds were found open source.

Boss Damage

These variations were made for game's second boss, a waterlogged viking. Most sounds were recorded and processed by me using a FIFINE K678 microphone and Ableton Live. To achieve the squishy, gore sound, I recorded myself squishing a grapefruit.

Music

Boss 1

This is a concept for the first boss of the game. This was completely done with MIDI instuments within AbletonLive. The concept for this boss was a flamboyant pirate so I took a lot of inspiration from Drag culture for the sound of this piece. I was also inspired by Gloria Esteban's Conga, since it is a classic within queer culture.

This is another concept for the first boss of the game. This baseline was inspired by bass riffs usually heard in club dance music.

Boss 2

This is a concept for the second boss of the game. This was completely done with MIDI instuments within AbletonLive. The concept for this boss was a drowned viking so I wanted it to sound foreboading and old. I took a lot of inspiration from sea shantities.

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Project Light

June- August 2022

Description:

Project Light was a 3 month prototype for a case study of Subset Games’ FTL: Hyper Light Drifter. This project was completed by a 30 person team of Woverinesoft Studios developers. I worked as a member of the audio team where I developed conceptual SFX and BGM. I also took charge of implementing these assets within Wwise.

Skills Used:

Unity 2D, Ableton Live, Wwise, GitHub, Atlassian Suite

Sound Effects

Below are various SFX I created for this project. All sounds were recorded and processed by me using a FIFINE K678 microphone and Ableton Live. All other sounds were found open source.

Weapon Shoot

Normal and Underwater variations

Ship Damage

Hull Breach and Ship Destroy.

Critical Alert

Ship Door

Open and Close

UI

Hover, Select, and Slider

Music

Bioluminescent Biome

For my concept music, I drew inspiration from bioluminescent bays. Using AbletonLive, I created BGM loops for both the build and battle modes of our game loop.

Build Mode

Battle Mode

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Baacadia

August 2025 - May 2026

Description:

Baacadia is a single player puzzle and exploration game developed as an AGP (Advanced Games Project) by a 30+ student team at the University of Southern California. In this game you play as Scout, a robot who awakes in a strange alien world, and shepherd mysterious sheep-like creatures through acoustics.

Skills Used:

Unity 3D, Ableton Live, Wwise, Perforce, Notion

Tech Audio

Animation Notify

This system dynamically spawns raycasting emitters on each foot of a 3D rig that accurately play SFX based on the entity's grounded status and floor material. In this recording, I use the unity editor along with the Wwise audio profiler to demostrate the system accuracy.

Spline Emitters

Inspired by Sucker Punch Productions' Ghost of Yotei, this system uses controls 3 water emitters, one that follows the player and two that intermittently travel down the spline, to produce an accurate river auditory experience.

Reverb Zones

As our game features a lot of cave travel, I made use of Wwise's AkRooms and AkPortals system to create reverb zones.

Sound Design

I also assisted in workshopping various sound effects during initial development.

Mossy Roll Loop

Sheep Fear Vocaliztion

This was created via a custom vital synth I developed.

Sheep Synth

This was created via a custom vital synth I developed. The recording is me plucking notes on a keyboard to illustrate the sustain.

Robot Building Blocks

These are spliced together building blocks I developed for Scout, inspired by Riot's sound design methodology. Some of these SFX are creative commons files obtained from FreeSound.org that were processed by me using AbletonLive12, while others are created via custom Vital synths.