Demo Reel
Remanence
A DigiPen Student Game
As the Audio Director on an 18-member team, this current project is still in development. This demo showcases one of the tougher enemy encounters in the game. To emphasize the weight of his slam attack, I utilized sidechaining to provide space for the massive impact sound. I also used sidechaining to highlight when the player successfully parries one of the enemy’s attacks as well as for the player’s lightning ability.
RoBotanist
A DigiPen Student Game
As the sole individual responsible for all of the game’s audio, I was repeatedly identifying sounds needed, creating appropriate assets, building the systems in Wwise, and working with our audio programmer to implement sounds into the game’s custom C++ engine. I was also responsible for the stylistic direction of the audio for RoBotanist, and handled all of the necessary audio documentation including an asset spreadsheet and an audio guide.
Original Soundtrack
Subnautica
Cinematic Sound Redesign
For this solo project, I took the original sounds out of the intro sequence for the indie game “Subnautica,” and redesigned/reimagined them. This was created in REAPER and uses various sounds from the Soundly library, however, each sound in the redesign is several layers processed together to create something new.
Cyberpunk Sandbox
A Bespoke Sound Design Project
The goal of this project was to create a bespoke sonic experience to immerse the listener into a Cyberpunk world without any of the expected visuals. This project was in collaboration with several other sound design students. Every sound heard in this Unity demo was recorded by myself and my colleagues in the recording studio at DigiPen. All of the post processing and implementation into both Wwise and Unity was done by me.