Tomas is driven to enable the audio professionals he has the privilege to work with to unlock their full creative potential. For about 17 years he worked on multiple AAA titles and game engines with extensive audio production needs like Crysis and Overwatch. As an engineer exclusively working on audio tech, Tomas has worked across different code disciplines from game client and server, game and audio tools, and asset management systems to deliver audio importance, server authenticated voicesystem, or other complex features. Currently Tomas contributes to the audio tech stack of the “Unannounced Survival Game” at Blizzard.
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