
DISSONANT CURSE
DISSONANT CURSE

SERVICES
Audio Direction
Sound Design
Music Editing
Sound Implementation
Unity Integration
Audio Direction
Sound Design
Music Editing
Audio Implementation
Unity Integration
Audio Direction
Sound Design
Music Editing
Sound Implementation
Unity Integration
LOCATION
London, UK
YEAR
2025
CREDITS
Programming
Sergi Borrás
Rubén Ariza
Art
Karina Grancke
Victor Sota
Music
Tim Storck
Additional Sound Design
Allen Antony
Project Management
Killian Sánchez
Info
INFO
INFO
Dissonant Curse is a surreal 2D narrative experience inspired by Franz Kafka’s book Metamorphosis. Players take over control of a conductor transformed into a cockroach, navigating a distorted home while confronting inner fears.
I led the full audio pipeline, covering direction, sound design, music editing, and FMOD/Unity integration.
This foundation enabled the audio team to build the assets needed for an unsettling soundscape that amplifies the game’s psychological tension and insect-scale perspective.
Developed during the Level Up Game Jam, the project earned a nomination for Best Sound, reflecting the tight collaboration between audio, programming, and art despite the jam’s rapid timeframe.
Dissonant Curse is a surreal 2D narrative experience inspired by Franz Kafka’s book Metamorphosis.
Players take over control of a conductor transformed into a cockroach, navigating a distorted home while confronting inner fears.
I led the full audio pipeline, covering direction, sound design, music editing and FMOD/Unity integration.
This foundation enabled the audio team to build the assets needed for an unsettling soundscape that amplifies the game’s psychological tension and insect-scale perspective.
Developed during the Level Up Game Jam, the project earned a nomination for Best Sound, reflecting the tight collaboration between audio, programming, and art despite the jam’s rapid timeframe.
Dissonant Curse is a surreal 2D narrative experience inspired by Franz Kafka’s book Metamorphosis. Players take over control of a conductor transformed into a cockroach, navigating a distorted home while confronting inner fears.
I led the full audio pipeline, covering direction, sound design, music editing, and FMOD/Unity integration.
This foundation enabled the audio team to build the assets needed for an unsettling soundscape that amplifies the game’s psychological tension and insect-scale perspective.
Developed during the Level Up Game Jam, the project earned a nomination for Best Sound, reflecting the tight collaboration between audio, programming, and art despite the jam’s rapid timeframe.
FMOD Implementation Breakdown
FMOD IMPLEMENTATION
FMOD IMPLEMENTATION
Wall slide action designed in two stages: a start and a seamless loop, allowing to adapt naturally to player’s input. The system randomized by 50% chance to trigger different audio assets for each wall slide
Wall slide action designed in two stages: a start and a seamless loop, allowing to adapt naturally to player’s input. The system randomized by 50% chance to trigger different audio assets for each wall slide
Wall slide action designed in two stages: a start and a seamless loop, allowing to adapt naturally to player’s input. The system randomized by 50% chance to trigger different audio assets for each wall slide

Multi-instrument randomization used for player actions (footsteps, attacks, rolls, damage) to reduce repetition and maintain sonic variation during frequent actions
Multi-instrument randomization used for player actions (footsteps, attacks, rolls, damage) to reduce repetition and maintain sonic variation during frequent actions

Lightly processed musical layers arranged into seamless loops to support gameplay without distraction. Volume automation and AHDSR were used smoothly fade in and out between 2 different game levels
Lightly processed musical layers arranged into seamless loops to support gameplay without distraction. Volume automation and AHDSR were used smoothly fade in and out between 2 different game levels


