About Charlie

Hi! I'm Charlie Sanford, an enthusiastic game programmer currently located in Montreal, QC. I specialize in gameplay, audio, and graphics programming. I am also a sound designer, and have created both music and sound effects for games. I have a BS in game programming and a minor in mathematics from Champlain College. I am very passionate about diversity and inclusion both in the games that I make and within the game industry as a whole. If you have any questions please reach out!

[They/Them]

Dead by Daylight

C++, 2022-2023

A multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed.

My focuses included:

  • Implementing audio and dialogue features in legacy, proprietary, and interconnected systems. Expanding on existing systems to allow the development of more complex functionality using UE4 blueprints and C++.
  • Researching and implementing framework to support the usage of multiple Wwise callbacks in a single audio event, giving access to a wider array of information and possibilities when handling audio events.
  • Working with both gameplay and systems teams to implement new features and expand and improve existing ones.
  • Responsible for monitoring the automated merging of major Perforce streams, resolving code conflicts, and delegating fixes or re-dos to the various blueprint contributors as needed.
Achromatic

C#, 2021-2022

Achromatic is a first-person horror puzzle game — Walk around the carnival you have been tasked with repairing and uncover the darker secrets that lie within. Solve puzzles and avoid the carnival workers as you try to escape.

My focuses included:

  • Programmed 3D first person character controller, player interactions, and ragdoll physics using the Unity Engine and C#.
  • Created a volumetric fog shader to enhance the appearance of color present in spotlights in an otherwise grayscale environment.
  • Implemented the game’s SFX, VO, and music using Wwise. Integrated audio cues into animations and cinematics.
  • Developed a dynamic and immersive 3D soundscape with features including environment responsive footstep sounds, horror ambiance, and interactive music.
Snailboarder

C#, 2021

SnailBoarder is a single player skateboarding game where the player is a rad skateboarding snail. Learn and master various tricks and skills with all the obstacles in the skate park to score points and be crowned the champion of snail skateboarding!

My focuses included:

  • Programmed a 3D third-person character controller and velocity based skateboarding physics in Unity Engine and C#.
  • Modified player’s collisions to accommodate interaction with different skatepark obstacles (pipes, ramps).
  • Interpolated the player’s location along a set path for speed consistency.
  • Implemented transitions between jumps, tricks, and rail grinds which accounted for existing momentum and expected speed boosts to create a satisfying player experience.
  • Used Ableton Live to create a background track and SFX to increase player immersion. Integrated audio into the game, including adjusting pitch as the movement speed changed.