Portfolio · 2026

Game Sound Designer

Game sound designer focused on technical audio, original sound design, and scalable interactive audio systems.

Technical Audio Sound Design Audio Systems

Professional work · Technical audio

Forza Motorsport

Racing Sim Game by Turn 10 Studios (Xbox Game Studios)

  • FMOD
  • REAPER
  • Pro Tools
  • Perforce
  • EngineSynth
  • Technical Sound Design
  • Surround Mixing

Contract role

Technical Sound Design & Mixing

As a Technical Sound Designer during my time as a contractor, some of my tasks included doing a high-level mixing pass on every car in the live game (650+ cars) and helping to find and fix various audio bugs that happened to pop up. I also collaborated with T10’s audio programmers to create FMOD scripts to streamline workflow and test and give feedback on new automated performance testing programs being created for the audio team.

Towards the end of my time at Turn 10, I was asked to create a prototype car mix from scratch. This process was very involved and included things like automated EQs, volume balancing each audio source per view, and even completely rerouting every audio source and rethinking the way we were using the FMOD mixer. This was by far my favorite project to work on and I learned a lot during the process.

The demo compares the live game mix with a new prototype car mix, using the Porsche Cayman GT4.

Internship

Turbo & Supercharger Sounds

As a Sound Designer during my internship, some of my tasks included organizing T10’s vast sound libraries into coherent Pro Tools sessions and creating audio for supercharger and turbocharger modules to be used on cars in the game. I started the process of creating these modules by combing through the Pro Tools sessions I had organized, then cutting appropriate audio files that I found into seamless loops, and finally implementing them into fully working FMOD modules ready to be used on any car when needed.

As of update R21, more than 60 cars in the live game use the supercharger and turbocharger sounds shown here.

Team project · Audio leadership

Remanence

A DigiPen Student Game

  • Wwise
  • Unreal Engine
  • REAPER
  • FL Studio
  • SVN
  • Team Leadership

Remanence was a 3-semester project with each semester roughly coinciding with a different phase of production. During the first two semesters the team was around 18 members. I was the only sound designer during these first two semesters so I spent preproduction and production phases pumping out tons of half-decent music and sound design just so that we had sounds for everything in our game.

During the last semester, we added a few more members getting our team total up to 25, two of which were sound designers. This meant that for the polish/shutdown phase of production, I was mostly managing my small audio team which included things like task-tracking, task-assignment, reviews and feedback of new/revised assets, as well as handling any communication between the audio team and the rest of the leads.

Play the game

View Remanence on Steam.

Remanence on Steam Open the store page View on Steam

Solo audio ownership · Game audio

RoBotanist

A DigiPen Student Game

  • Wwise
  • Custom C++ Engine
  • REAPER
  • FL Studio
  • SVN

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 audio · Sound redesign

KONAMI Gaming Slots

Sound Redesign

  • REAPER
  • FL Studio
  • Bespoke Recording
  • Original Music

This sound redesign reimagines one minute of gameplay from KONAMI Gaming Inc.’s Unwooly Super Riches Sugar slot game. Every sound effect was either created or recorded by me specifically for this project, and the accompanying music was also composed and produced by me.

Cinematic audio · Sound redesign

Subnautica

Cinematic Audio Redesign

  • REAPER
  • Bespoke Recording
  • 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.