John Philip L. Sobrepena

👋 Hi, I’m Phil - a versatile software engineer based out of San Francisco.

I have a strong background in audio engineering with expertise in software development.

I love thinking of creative project ideas, and giving them life through technology.


If you need my info, most of it can be found in the nav-bar or the footer of every page.

Happy Browsing!

📑 my resumemy projects
great things await

My SKills

Languages:

Python, JavaScript (ES6+), SQL, HTML/CSS

Front-End:

React, Redux Toolkit, React Hooks, React Bootstrap, Chart.js, WebSockets, DOM Manipulation

Back-End:

Django REST Framework, FastAPI, Relational (PostgreSQL, MySQL), NoSQL (MongoDB), Docker, Microservices, REST APIs, Test-Driven Development

Architecture:

Object-Oriented Programming, Domain-Driven Design, Event Sourcing, MVC Pattern

Tools:

Git, PostgreSQL, MongoDB, Visual Studio Code, Postman, Docker, RabbitMQ

Game & Audio:

Unity, Unreal Engine, WWise, DAWs ( Live, Logic, ProTools ), Editing, Recording, Mixing, Foley, Sound Design, Scoring

Key Skills:

  • Building full-stack applications using Python, Django, FastAPI, React, JavaScript (ES6+)
  • Creating intuitive and responsive user interfaces with React, React Hooks, HTML/CSS, Bootstrap, and Tailwind
  • Developing secure REST APIs and Django backends with Python and frameworks like Django REST
  • securing endpoints with backend and front end authorization using Json web tokens and cookies.
  • Implementing complex data models and schemas using SQL (PostgreSQL) and NoSQL (MongoDB) databases
  • Incorporating interactive data visualizations using React and Chart.js
  • Implementing scalable microservices architecture and messaging with RabbitMQ
  • Containerizing apps with Docker
  • Following best practices like test-driven development, domain-driven design, MVC patterns
  • Leveraging Git workflows and CI/CD pipelines
  • Deploying full-stack apps to cloud platforms

Audio:

  • Game Audio Development with Unity, Unreal Engine
  • WWise Middleware Integration with Unreal and Unity
  • Audio Scripting with CSharp
  • Foley, Sound Design and Mixing of audio elements in interactive environments
  • DAW audio production and mixing
  • Hardware mixing with large format analog consoles
  • Live mixing with digital consoles

My Projects

Below are a collection of software projects that have I developed from back to front-end, and audio implementation projects.

Select a project below to learn more about its ideation, development, and technology.
Folders indicate Software Projects while Emojis indicate Game Implementation Projects.

📈FinDex

A financial tracking web application for managing income, expenses, and savings.

Python | JavaScript | React | FastAPI | PostgreSQL

Details

FinDex is an intuitive web application for managing personal finances. Users can securely track income, savings, and spending patterns over customizable time periods. The project focuses on an easy-to-use interface, actionable financial insights, and a robust backend.

Functionality

  • Categorize expenses (dining, travel, utilities, etc) and income sources (salary, side projects, investments)
  • Generate interactive reports and visualizations of spending trends using Chart.js
  • Set savings goals and track progress towards hitting financial targets
  • Analyze expenses by week, month, year, and custom date ranges
  • Secure access to sensitive financial data with encrypted user accounts

Implementation

  • Modern React frontend with custom components for data entry and visualizations
  • FastAPI backend with REST API endpoints and SQL models
  • Relational PostgreSQL database optimized for financial data
  • JSON Web Tokens authentication and password hashing for security
  • Python/JavaScript/HTML/CSS tech stack following MVC architecture
  • Automated CI/CD deployments using GitLab pipelines

The project idea was simple - to build an application that is easy to use, and effective. FinDex implements secure features such as Backend and Frontend Authentications to guarantee the safety of personal information. It also uses precise methods for capturing user input with pydantic condecimal models and numeric SQL datatypes to store financial information with the highest accuracy.

Summary

FinDex provides a feature-rich platform for gaining insights into personal finances. The focus on an intuitive interface, visual reports, and robust security allows users to conveniently track their financial habits. Built using React, FastAPI, PostgreSQL and industry-standard best practices.

view repo
gitlab project repository

findex was a personal project built from scratch in a collaborative setting
see my
resume for more details on this project and others.

🏎ShowVroom

Car Dealership Management Platform

Python | React | Django | Microservices

Details

ShowVroom is an integrated dealership management platform that enables real-time tracking of inventory, sales, and service operations. The system consists of Python microservices with a React admin dashboard.

Key Features

  • Real-time inventory tracking and management
  • Customer and sales team databases
  • Service appointment booking and tracking
  • Customizable admin dashboard views
  • User authentication and access controls
  • Responsive interface across devices
  • Polling to keep inventory up to date between microservices

Implementation Highlights

  • Developed REST APIs with Django REST Framework and PostgreSQL
  • Built React components for admin interface and detail views
  • Implemented Docker containerization for local dev and production
  • Created microservices architecture for modularity and scalability
  • Integrated Bootstrap for responsive mobile experience
  • Set up messaging with RabbitMQ for real-time data sync
  • Followed conventions like ORM, migrations, and testing

Summary

Overall, ShowVroom provides an intuitive yet powerful platform for optimized dealership management. The focus on real-time data, security, and responsive design that enables sales, service and inventory to interconnect.

view repo
gitlab project repository
SHOWVROOM was a personal project built in a collaborative setting
see my
resume for more details on this project and others.

📊OpenConference

Conference Management System

Python | Django | RabbitMQ | React

Details

OpenConference is a conference management platform that enables efficient organization and updates of conference data. The system consists of a Python/Django REST API and React frontend.

Key features:

  • Conference, location, presentation, and attendee data models with CRUD functionality
  • Integration with RabbitMQ message broker for real-time data updates
  • Modular microservices architecture for scalability and maintainability
  • Polling mechanism to keep data in sync across services
  • React frontend with routing and forms for data entry
  • User authentication and authorization

Implementation highlights:

  • Developed REST API using Django REST Framework with PostgreSQL database
  • Implemented data models and serializers for core conference entities
  • Configured RabbitMQ for asynchronous communication between services
  • Transitioned monolithic architecture to decoupled microservices
  • Created React forms and detail views for conference data CRUD operations
  • Set up Docker environment for running stack locally and in production
  • Followed coding best practices including migrations, optimization, and testing

Summary

The OpenConference platform enables smooth organization of conference information and seamless data sharing between services. The combination of Python, Django, RabbitMQ, and React provides a scalable and maintainable solution.

book now!
view repo
gitlab project repository

openconference was a personal project built in a collaborative setting
see my
resume for more details on this project and others.

✨Props

Peer Recognition Web App

Python | Django | HTML/CSS | JavaScript

Details

Props is a web application that enables users to share positive recognition and appreciation with their peers. The platform provides a fun and easy way to celebrate milestones, acknowledge achievements, and spread positivity.

Key features:

  • User accounts with secure login
  • Send props (emojis) to recognize other users
  • Personalized messages to share context
  • Notification system for receiving props
  • Collection to view props received

Implementation highlights:

  • Created user registration and authentication flows with Django
  • Built database models to store users, props, and relationships
  • Designed web interface with HTML/CSS and modals for sending props
  • Implemented props feed and notifications using Python and Django
  • Set up templating system to dynamically render data
  • Hosted on CapRover stack for easy scaling
  • Incorporated emoji unicode characters for visual props
  • Followed MVC architecture and coding best practices

Summary

The initial "Props" MVP provides core peer recognition capabilities. Future iterations will add more prop types, rewards, and social features. Props delivers a platform for spreading positivity within teams and communities.

view repo
gitlab project repository

props was a personal project built from scratch in one day.
see my
resume for more details on this project and others.

🪐 Space Conductor

An immersive musical game inspired by space exploration

Unity | C#

Details

Space conductor is an immersive musical piece where the player explores different planets in a solar system. Each planet has a unique musical characteristic to it, whereas non-planet structures in space emit dissonant sounds.

Key features:

  • Area Loops
  • Key Triggers
  • Dissonant Area Loops
  • Spacialized Audio

Implementation highlights:

  • Utilized Unity game engine and programmed in C# to create an engaging and immersive musical experience for players.
  • Implemented a dynamic solar system generation system, ensuring each planet had distinct musical characteristics by integrating audio loops.
  • Developed key triggers to enhance player interaction, allowing influence over musical composition as they explore different areas within the game.
  • Created dissonant area loops for non-planet structures in space, adding an element of challenge and variety to the gameplay.
  • Integrated spatialized audio to enhance the sense of immersion, providing a realistic auditory experience as they navigate the solar system.

Summary

Space Conductor, built on Unity and C#, offers an immersive musical exploration experience where players traverse a dynamically generated solar system. With distinct musical characteristics for each planet, key triggers, dissonant area loops, and spatialized audio, the game provides a unique and engaging adventure.

Space conductor was a personal project built from scratch.
see my
resume for more details on this project and others.

👾 Max Invaders

Max MSP Synthesized Audio Implementation

Unity | Max MSP | Synthesized Sounds

Details

An audio implementation of the classic Space Invaders game powered by Unity, utilizing purely synthesized sounds with Max MSP envelopes and triggers.

Key features:

  • Unity-Powered Space Invaders Gameplay
  • Synthesized Soundscapes
  • Arpeggiated Background Music
  • Custom Synthesizers for Game Events

Implementation highlights:

  • Utilized Unity as the game engine, harnessing its capabilities for graphics, physics, and overall gameplay.
  • Integrated Max MSP for audio synthesis, leveraging its powerful tools for creating complex and dynamic synthesized sounds.
  • Developed a sophisticated system for synthesizing sounds within Unity, ensuring seamless integration with the gameplay.
  • Implemented a dynamic arpeggiator for the background game music, creating a continuously evolving musical backdrop that complements the Unity-powered gameplay.
  • Designed and integrated custom synthesizers specifically tailored for key game events, such as the game-over state, laser firing, and explosions.
  • Utilized Max MSP envelopes and triggers in Unity to provide nuanced and responsive audio feedback to player actions within the game.

Summary

Max Invaders combines the power of Unity for Space Invaders gameplay with the unique auditory experience of purely synthesized sounds using Max MSP. The integration of Unity ensures a visually engaging gaming experience, while the Max MSP implementation adds a layer of creativity and depth to the audio landscape. With an arpeggiated background music and custom-built synthesizers for key in-game events, Max Invaders delivers a novel and immersive audio-visual adventure within the classic Space Invaders framework.

see my resume for more details on this project and others.

🛡Viking Village

Unity Powered Item-Collection Quest

Unity | DAW | Assembly-Csharp

Details

A comprehensive project involving Game Sound Design, Level Design, and Audio Integration, featuring original sound elements and utilizing Unity, Digital Audio Workstation (DAW), and C# for audio scripting. The project also incorporates dynamic audio triggers tied to different game states, such as a unique sound event upon the completion of the metal collection task.

Key features:

  • Original Sound Design
  • Dialogue, Foley, and FX Integration
  • Unity for Graphics and Gameplay
  • Assembly-Csharp for Audio Scripting with Randomized Sample Arrays
  • Dynamic Audio Triggers tied to Different Game States
  • Special Sound Event upon Completion of Metal Collection Task

Implementation highlights:

  • Utilized Unity for its powerful graphics rendering, level creation, and overall gameplay features.
  • Created original sound assets, including ambient sounds, character dialogues, foley, and special effects, enhancing the immersive quality of Viking Village.
  • Integrated sound elements seamlessly into Unity, ensuring synchronization with in-game events and actions.
  • Implemented Csharp for audio scripting, leveraging the language to introduce randomized sample arrays for dynamic and unpredictable audio experiences.
  • Developed dynamic audio triggers tied to different game states, allowing for context-specific sound events that enhance gameplay immersion.
  • Designed a special sound event triggered upon the completion of the metal collection task, introducing new elements into the game and providing a rewarding audio cue.

Summary

Viking Village is a holistic project that combines Game Sound Design, Level Design, and Audio Integration to deliver an immersive gaming environment using Unity. Original sound elements seamlessly integrated into Unity, coupled with C# audio scripting and dynamic audio triggers tied to different game states, create a rich and dynamic auditory experience.

see my resume for more details on this project and others.

🏝 Medieval Paradise

Unreal Powered First Person Shooter

Unreal Engine | DAW

Details

A comprehensive project involving Game Level Design, Sound Design, Scoring, and Audio Integration, showcasing a variety of audio features implemented in Unreal Engine.

Key features:

  • Game Level Design
  • Sound Design
  • Scoring
  • Audio Integration in Unreal Engine
  • Randomized and Delayed Area Loops
  • Modulated Sample Loops
  • Sound Actor Key Triggers
  • Spacialized Source Loops
  • Original Music

Implementation highlights:

  • Utilized Unreal Engine to create a visually stunning and dynamic gaming environment with robust level design features.
  • Implemented various audio features, including randomized and delayed area loops, providing a dynamic and ever-changing ambient backdrop.
  • Utilized modulated sample loops to introduce nuanced effects, enhancing the auditory experience for players.
  • Integrated sound actor key triggers in the level blueprint, ensuring precise synchronization of audio events with specific in-game actions and elements.
  • Implemented spacialized source loops to create a three-dimensional audio environment, enhancing the sense of immersion for players.
  • Developed and integrated original music that complements the medieval theme, adding an extra layer of atmosphere to the game.

Summary

Medieval Paradise stands as a testament to the seamless integration of Game Level Design, Sound Design, Scoring, and Audio Integration within Unreal Engine. The project not only provides a visually captivating medieval world but also offers a rich auditory experience through diverse audio features. From randomized and delayed area loops to original music, the audio elements contribute significantly to the immersive nature of the game.

see my resume for more details on this project and others.

🕹 Cube FPS

WWise FPS Audio Implementation

WWise | DAW

Details

A project dedicated to elevating the classic cube-based first-person shooter (FPS) experience by incorporating original audio elements. The implementation, facilitated by WWise, features actor-mixer hierarchy and interactive music hierarchies. Distinct footstep sounds for various surfaces such as gravel, water, dirt, grass, metal tile, and concrete have been meticulously integrated, enhancing the immersive audio experience in the game. Additionally, different music accompanies various game states, weapon sounds are tailored to specific firearms, and custom sounds respond to interactions with game elements.

Key features:

  • Original Audio Implementation
  • WWise Audio Middleware
  • Actor-Mixer Hierarchy
  • Interactive Music Hierarchies
  • Varied Sounds for Different Weapons
  • Different Music for Distinct Game States
  • Randomized Arrays for Monster Deaths
  • Custom Sounds Triggered by Interactions with Game Elements
  • Distinct Footstep Sounds for Gravel, Water, Dirt, Grass, Metal Tile, Concrete

Implementation highlights:

  • Utilized WWise for audio middleware, ensuring seamless integration of original audio elements and providing dynamic control over the audio landscape.
  • Organized and controlled various audio elements using the actor-mixer hierarchy, enhancing the manageability and structure of the audio implementation.
  • Designed interactive music hierarchies, enabling the adaptation of different musical compositions based on changes in the game states.
  • Implemented varied footstep sounds for different surfaces, adding a layer of realism and immersion to the player's movement within the game environment.
  • Tailored weapon sounds to specific firearms, offering players distinctive auditory feedback corresponding to their chosen weapons.
  • Incorporated randomized arrays for monster deaths, contributing to a diverse and unpredictable audio experience during gameplay.
  • Integrated custom sounds that respond to interactions with different game elements, ensuring a responsive and engaging audio environment.

Summary

Cube FPS stands out for its meticulous attention to audio details, offering a comprehensive and immersive auditory experience. The project utilizes WWise, actor-mixer hierarchy, and interactive music hierarchies to bring original audio elements seamlessly into the classic cube-themed FPS. From distinct footstep sounds for various surfaces to customized weapon sounds and responsive interactions with game elements, Cube FPS showcases the impactful role of audio in enhancing gameplay. In summary, Cube FPS delivers an elevated gaming experience by combining classic gameplay with a rich and diverse audio landscape.

see my resume for more details on this project and others.

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