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mikkel
I have several years of experience as a sound designer, from working at IO (2009-2013). I was responsible for the Crowd and dialogue in Hitman Absolution and therefore have a strong knowledge of the specific area. I am used to working with level designers and sound designers and have many years of experiences dealing with stakeholders of various kind. I am a skilled technical and creative designer, an expert in the G2 engine and F-Mod. I love a technical and creative challenge and have always been fascinated by game dialogue and the systems behind. I was the technical and creative mind behind the Crowd dialogue system in Hitman Absolution, where we develop state of the art dialogue systems as this review pins it out: ”Some of these are impressively sizable in scope, and even more impressively populated by teeming crowds of Joe and Jane Q. Public, and the presentation, performance and - especially - sound design in these busy areas are all excellent.”
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