"I'm Anthea Kakaroubas,
I make Games and Audio."
Game Design | Music | Sound Design
I am a generalist game designer with a passion for dynamic audio implementation.
Game Design
Level Design
Narrative Design
Unreal 5 Blueprint Programming
Music
Sound Design
Foley
Voice Acting
About This Game
The Helper of Sharewell is a narrative-driven exploration game."You play as Heidi, a spirited young girl helping the village of Sharewell prepare for its 100th Spring Festival. Meet charming characters and collect materials to craft heartfelt gifts. Bring the town to life as you uncover the stories that make this community special."The Helper of Sharewell is a casual, cozy, adventure, crafting game about all about kindness, community, appreciation and teamwork.Join Heidi on her journey as she learns what the Spring Festival is truly all about.
Game Gallery
| Genre: | Cozy, Casual Crafting, Adventure |
| Project Type: | AIE Student Project (Final Production 2025) |
| Platform: | Windows PC |
| Engine & Tools: | Unreal Engine 5.4, FMOD, Perforce |
| Team Size: | 5 |
| Development Duration: | 14 Weeks |
| Development Setting: | On-Campus and Remote |
| Role(s): | Game Designer, Systems Designer, Technical Designer, Sound Designer, Blueprint Programmer |
Game Play
** Coming Soon **
Game Design
About the Audio
Game Design Document Audio Overview
Overall, the audio of our game should enhance the coziness of our game. It should enhance the light
heartedness of our game, it should be relaxing and have comical/cartoon-like moments.
The River
My River blueprint calculates the player’s position relative to the river, allowing the sound to seamlessly follow the player along a spline that runs the length of the river.I’ve also automated the River Event spacialisers attenuation, Track volume and EQ parameters based on player distance from the sound.I've found that this setup provides finer control over the mix, balancing audio realism with sound design based on level design, which enhances the sense of immersion within the environment.
The UI Sound Design
The Composer
On this project, I had the privilege of working with composer Rina Amami, who did a fantastic job interpreting the music brief and bringing the game to life.It was an interesting experience being on the opposite side of the process, and my background in music composition proved invaluable in clearly articulating both the stylistic and technical needs of the project.One of the biggest challenges was finding the balance between providing enough musical direction to support the game’s tone and narrative, while still leaving room for creative freedom.Overall, I found the experience incredibly rewarding.
Key Contributions
Designed and implemented 7 core gameplay systems in Unreal Engine 5 Blueprints, enabling a cohesive player loop and supporting scalable content development while also maintaining documentation that enabled teammates to utilise systems to create and implement content.
Designed and ran playtests over four weeks, analysing player behaviour, story engagement, audio feedback, genre alignment, and economy balance to drive iterative improvements.
Created and integrated player feedback systems using audio, VFX, UI animation, and sound design (FMOD + Ableton), significantly enhancing clarity, responsiveness, and the game’s cozy feel.
Collaborated across disciplines in a team of 5 using HacknPlan, Perforce, Microsoft Office and Google Sheets to create and maintained documentation, manage production timelines, manage version control and enable team collaboration.
About This Game
The Theatre of Daedalus is a short boss rush made for the 2025 Boss Rush Game Jam worked on by a small team of new developers to the industry.Following the theme "SPIN" the game incorporates this theme in a number of ways:
The Greek Steampunk theme
A Theater show spin on the tale of Icarus and Daedalus.
Greek God-themed weapon abilities.
The bosses' spinning attacks.
Spinning environment assets.
| Genre: | Boss Rush |
| Project Type: | Game Jam (Boss Rush Jam 2025) |
| Platform: | Windows PC |
| Engine & Tools: | Unreal Engine 5.4, FMOD, GitHub, Discord |
| Team Size: | 11 |
| Development Duration: | 1 Month |
| Development Setting: | Remote |
| Role(s): | Game Designer, UX/UI Designer, Sound Designer |
Game Gallery
Key Contributions
Designed weapon mechanics and thematic direction, supporting core combat feel and reinforcing the game’s overall vision and gam jam theme.
Recorded, sourced, and edited foley and sound assets in Ableton Live 11, creating unique audio elements that supported gameplay mechanics, reinforced the game’s tone, and enhanced player immersion.
Implemented adaptive sound design and music in Unreal Engine 5 using FMOD middleware, leveraging Blueprints and Animation Notifications to respond to gameplay events dynamically, enhance player feedback, and immerse players in thegame world.
Collaborated with designers, artists, and a composer using Discord and GitHub to create a unique Boss Rush–style gamethat aligned with the jam theme “Spin.”
About This Game
Winner of AIE Student Game Jam - December 2024.
A game made by a team of 2 Designers for a two-day game jam.Game Jam Theme:
"Popular Australian Advertisements."From the selection of advertisements, we choose:Tooheys Dry – TongueTongue Twister is a Fall Guys-inspired one-player time trial obstacle course-like game.In Tongue Twister, you play as the Tongue who must reach the end to get to the bottle of Toohey's Extra Dry to win!
| Genre: | Platformer |
| Project Type: | AIE Student Game Jam - December 2024. "Popular Australian Advertisements." |
| Platform: | Windows PC |
| Engine & Tools: | Unreal Engine 5.4, Perforce |
| Team Size: | 2 |
| Development Duration: | 2 days |
| Development Setting: | Remote |
| Role(s): | Game Designer, Art Asset Management and Modelling, Sound Designer |
Game Gallery
Key Contributions
Co-designed a themed level inspired by the Tooheys Dry “Tongue” advertisement, creating a solo Fall Guys–style obstacle course aligned with the game jam theme “Iconic Australian Advertisements.”
Contributed to winning the game jam as a two-person team within a two-day timeframe, delivering a complete and polished experience against larger teams.
Managed assets using Perforce and Unreal Engine 5, including modelling assets with UE5 modelling tools and sourcing, organising and integrating free asset packs.
Designed and blueprint programed obstacles that fit the theme of the advertisement.
About This Game
Gravity is a first-person immersive experiential sound design-focused game set in the cockpit of a cargo spaceship.The project utilises physics in Unreal and Fmod parameters to create an immersive and interactive player experience.Gravity is a game design Student duo collaboration for a 4-week sound design unit where we collaborated on:
Game Design
Level Design
Narrative
Unreal 5 Blueprint Programming
Music
Sound Design
Foley
Voice Acting
| Genre: | Audio Interactive Experience |
| Project Type: | AIE Student Project - Sound Design |
| Platform: | Windows PC |
| Engine & Tools: | Unreal Engine 5.4, Perforce, Fmod |
| Team Size: | 2 |
| Development Duration: | 4 Weeks |
| Development Setting: | On campus and Remote |
| Role(s): | Game Designer, Sound Designer, Foley Artist, Voice Actor |
Game Gallery
Key Contributions
Co-designed the core game concept and narrative direction, shaping an immersive first-person cockpit experience centred on environmental storytelling and sound-driven interaction.
Sourced, recorded, and edited layered sound design elements to build immersive environmental ambience and enhance spatial depth within the game world.
Designed and implemented adaptive sound effects that dynamically responded to player actions and environmental states.
Wrote, performed, and recorded voice lines for the Captain’s First Mate, supporting narrative delivery and environmental storytelling.