Highlight Article: "PyWwise - WAAPI Made Pythonic"
My name is Matheus Vilano and I'm a Game Developer based in Vancouver. My primary roles are Technical Design and Software Engineering, usually with a focus on audio behaviours, asset pipelines, gameplay systems, and development tools. I very much enjoy multidisciplinary work. Most recently, I shipped the smash hit Baldur's Gate 3 and the iconic title Moss: The Forgotten Relic.
I also teach game development at Vancouver Film School. I have created multiple courses on both Unreal and Unity, for designers and programmers. My many years of teaching made me excel at communicating complex ideas clearly and effectively to all levels of expertise. It also made me realize the importance of robust documentation very early in my career.
I often spend some of my free time learning or creating new tools, usually in the form of Wwise packages or Unreal Engine plugins - with my usual focus on gameplay systems and dev tools. I am well-versed in multiple programming and scripting languages, but I spend most of my time with C++, Blueprints, and Python. Virtually anything related to arts, design, and engineering will pique my interest.
If you are interested in checking code samples, you can find them in this page. My most popular FOSS repository is PyWwise - a Wwise Authoring API wrapper for Python - which I still actively maintain. For information on my latest games, talks, and other work, you may continue to explore my website!
A story-driven puzzle-platformer game.
Role: Technical Designer
Focus: Asset Pipelines, Gameplay Systems, Dev Tools
Authored a modular audio authoring tool for sound designers.
Designed an AI-driven pipeline for UI icons.
Automated the assignment of audio events for data objects.
Implemented custom camera-driven audio listener behaviours.
Modernized the studio's localization pipeline for both audio and text.
Created a custom Fade-In integration for screenwriters.
Deployed audio optimizations for multiple platforms.
Re-mixed the game audio using remote mixing technologies.
A Dungeons & Dragons tactical role-playing game.
Role: Technical Designer
Focus: Asset Pipelines, Gameplay Systems, Dev Tools
Architected and maintained core gameplay audio systems.
Collaborated with other departments to create audio-driven systems.
Enhanced the gameplay abilities system with multi-stage modular sound.
Documented dozens of tools and systems used by programmers and designers.
Conducted all audio Dolby Atmos mixing sessions as the appointed Tech Designer.
Redesigned the audio asset pipeline to simplify designers' workflows.
Planned enhancements for future projects, based on developer experience and feedback.