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 Kafkas 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 games 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 jams rapid timeframe.

Dissonant Curse is a surreal 2D narrative experience inspired by Franz Kafkas 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 games 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 jams rapid timeframe.

Dissonant Curse is a surreal 2D narrative experience inspired by Franz Kafkas 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 games 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 jams 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 players 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 players 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 players 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