Portfolio


Jamie Bekyarovich

Unreal Engine Game Development
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My name is Jamie Bekyarovich, I’m a professional musician, audio engineer, and Unreal Engine Game Developer hailing from Toronto, Canada. With a specialization in audio sound design and implementation, I bring a unique blend of creativity and technical expertise to game development. At Octavian Studios, I served as the lead sound designer for 'The Fabled,' overseeing all audio aspects of the game to create an immersive experience for players. During my time at G4SE working on 'Shutdown,' I spearheaded ambient level sound design, crafted replicated interactive music systems, and developed weapon sound effects to enhance gameplay dynamics.
Additionally, I've pursued personal projects where I've taken on all development responsibilities myself, showcasing my versatility and passion for game development.
I invite you to explore my portfolio page and video reel for more details on my work.


Professional Experience


 

thefabled

Octavian Studios

"The Fabled"

(November 2021 - 2024)

"Souls Like" Action RPG

Lead Sound Designer / Programmer:

  • Head of The Audio Team (oversaw audio for entire project)
  • Managed Projects Yearly Audio Budget
  • Oversaw Hiring of Composers, Voice Actors, and Sound Design Talent.
  • Programmed/Implemented Every Single Audio Event In The Game Using Unreal Engine 5's New Audio Engine
  • Creation/Recording of Custom Audio Assets From Scratch Using ProTools
  • Sourcing And Licensing of Sound Libraries For The Project
  • Audio Conceptualization and Execution For A Wide Variety of Enemy Characters, Weapons, Levels, And More
  • Ambient & Procedural Sound Design For Levels and Battle Arenas
  • Development of Interactive Music and Sound Design Systems
  • Audio Mixing / Spatialization / Occlusion / Attenuation Ect...
  • Sound Design And Implementation For All Cutscenes In The Game + All Advertisement/Marketing Related Materials
  • Worked Closely With Composers To Achieve Incredible Custom Made Boss Music and Game Ambience

 

shutdown

G4SE

"Shutdown"

(October 2022 - October 2023)

Top Down Survival Action Shooter - Multiplayer 

Sound Designer / Programmer:

  • Designed/Implemented Ambient Area Loops / Source Loops and One Shots Into Game Levels
  • Programmed Interactive Replicated Music System Based On Player Combat State
  • Created and Implemented SFX For Unreal Engine 4’s Particle System
  • Built A Replicated Gun Fire Audio System And Added Audio Assets For Multiple Gun Types (Several Variations of Automatic, Burst Fire, Single Shot, Shot Gun, and Pistol Weapons)

Other Projects


 

PrimalGenesis_Image_resize_01

Personal Game Dev Project

"Primal Genesis"

(September 6th 2024 - September 22nd 2024)

First Person Survival Panic Horror
(Similar To Resident Evil/Dino Crisis)
(NOTE: This game demo was solo developed in 2 weeks for DinoJam4 Game Jam)

Here’s Just a Few of the Core Design Features I Implemented:

  • All Development / Implementation (Solo Developed In 2 Weeks)
  • Player Classes (Human and Dino)
  • Enemy Dinosaur Class / Child Classes
  • Animation Blueprints
  • T Rex Boss Battle
  • Exploding Tanks
  • Intractable Puzzle Items
  • Level Design
  • Audio Implementation / Voice Acting
  • Story

 

Screen Shot 2024-01-18 at 5.12.41 AM copy

Personal Game Dev Project

"Echelons Of Desolation"

(September 2023 - December 2023)

Third Person Survival Panic Horror
(Similar To Resident Evil/Dino Crisis)

Here’s Just a Few of the Core Design Features I Implemented:

  • Modified ALS Template To Use Unreal Engine 5’s New Enhanced Input System
  • Implemented an “Over The Shoulder” Third Person Camera System That Pulls In Closer When The Player Aims Down Sight.
  • Designed A Weapon Component To Handle Gunfire Related Events
  • Designed A Health Component To Be Used On Both Player And Enemy AIs. Applies Damage Based Off Custom “Damage Zones” (ie headshots do more damage then shots to the leg)
  • Created Data Tables and Structs To Handle Weapon Data For Different Guns
  • Created Base Ai Enemy Class To Hold  Core Enemy Functionality Along With Several Custom Child Blueprints For More Specific Enemy Types
  • Created Inventory System And Item Pickup Classes/Children Blueprints
  • Key-framed a Couple Custom Player Animations From Scratch And Blended Into The ALS System Using Animation Curves
  • Created Several 3D Animation BlendSpaces For Different Enemies Along With Animation Blueprints
  • Implemented Randomized Array Of Attack Animations for Enemies and Knife Slash Animations For Player
  • Implemented Different Stun Animations Based Off Damage Zones (shots to the leg will drop enemies to the ground)
  • Created Several AI Behaviour Trees For Enemies That Roam Randomly, Patrol Paths, Chase Player, Blind Enemies That Can Only Hear The Player, Regenerating Enemies, Teleporting Enemies, And Invincible Stalker Type Enemies That Follow The Player When Not On Screen But Stand Still While Being Looked At
  • Created Reusable Elevator Blueprint Using Instanced Meshes.
  • Created Storage Boxes and Locked Safes
  • Created an Encrypted Letter System Where Player Needs To Find Decryption Keys In Order To Make Sense of The Letters
  • Created Exploding Barrels That Can Apply Different Amounts Of Base Damage To Enemy Classes Vs Player Classes.
  • Created A Save/Load System To Manage Player Stats, Interactibles, Enemies, etc.
  • Designed an Intro Level Map Using Unreal Engines Landscape Editing Tools and Foliage Painter.
  • Implemented Doors That Load You Into A New Map At Specific Spawn Points
  • Implemented All Audio and Visual FX
  • Implemented All UI Widgets For Intractables, Inventory, HUD Menu, CrossHair etc

Education


 

Post Secondary Education:

  • Mohawk College - Applied Music Program (Graduated 2017)

Audio Courses / Certifications:

Epic Games:

  • Quartz Music System (November 2021)
  • Understanding Audio Mixing and Effects (October 2021)
  • Audio-Driven Gameplay (October 2021)
  • Sound and Space (September 2021)
  • Dynamic Audio (September 2021)
  • Ambient and Procedural Sound Design (September 2021)

AudioKinetic-Wwise Certifications:

  • Wwise 101 - Wwise Fundamentals (February 2024)
  • Wwise 201 - Interactive Music (February 2024)
  • Wwise 251 - Performance Optimization & Mobile Considerations (February 2024)
  • Wwise 301 - Unity integration (February 2024)

Udemy:

  • FMOD For Game Audio (Unity) (January 2024)
  • Unreal Engine Blueprint Game Development (September 2023)
  • Unreal Engine 5: Beginners Course (December 2021)

Currently In Progress:

  • C++ Course By Frank Mitropoulos (Udemy)
  • Unreal Engine 5 VR Development (Udemy)

Skills


 

Software:

  • Pro Tools: (2010-Present)
  • Logic Pro X (2014-Present)
  • Unreal Engine (2021-Present)
  • Perforce Source Control (2021-Present)
  • Unity (2024-Present)
  • FMOD (2024-Present)
  • Wwise Certified User (2024-Present)

Programming Languages:

  • C++ (>1 Year) (learning)
  • Basic Usage of Bash/SQL/PHP

Musical Instruments:

  • Guitar (2008-Present)

Other Work:

  • Guitar Instructor: At Several Local Music Schools (2012-Present)
  • Head Studio Engineer: Synergy Academy Of Music (2012-2014)

Other Achievements


 

  • Accepted To Berklee College Of Music (2014) (Acceptance Rate Was 28% this year)
  • Awarded Gibson Les Paul Directly From Gibson Guitars (2014)
  • Ed Bickert and Madeline Jazz Excellence Scholarship (2016)