Selected Credit

Dialogue Production · Squanch Games
I contributed dialogue work to Squanch Games’ narrative-driven sci-fi FPS, supporting an experience built around distinctive characters, comedic timing, and constant player interaction.
Audio Designer
I create immersive sound experiences for games and other media.
Available now · Remote worldwide · Open to relocation for the right team
Featured Reels
Featured Credits
Selected Credit

Dialogue Production · Squanch Games
I contributed dialogue work to Squanch Games’ narrative-driven sci-fi FPS, supporting an experience built around distinctive characters, comedic timing, and constant player interaction.
Selected Credit

Performance Capture Audio Support · Bungie
I helped record audio for motion and performance capture sessions at Bungie.
Selected Credit
Interactive Audiobook Audio Design · Novel Effect
I contributed audio design to interactive audiobooks released by Novel Effect.
Selected Work
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This short sample has clips from Destiny 2 and BioShock. Not only were the weapon sounds fun to design, I had a blast creating ambiences and voices. The Big Daddy voice is a heavily altered pig squeal, and I even used my own voice for the announcer in the Destiny 2 clip!
I was the dialogue coordinator and sound designer for a point and click adventure game. In this video I go over the casting process, dialogue editing, and audio implementation of Voice clips in Wwise.
I was in charge of the voice design for my team in the Airwiggles Sound Design Showdown. We were given “Alien Marketplace” as a prompt. I voiced each character, edited the recordings in iZotope RX, then used Little Alter Boy and VocalSynth2 to craft the voices.
This is a quick demonstration of how I created an alien voice using Freak by Native Instruments. I also did a few other DSP steps in Reaper like changing the rate, pitch, and reversing each item on the timeline.
In this video, I share the implementation process for a simple dialogue system using Wwise 2022.1 and Unreal Engine 4.27.2. I explore how to create a dialogue tree in Wwise using a sequence container with nested switch containers, along with how I integrated it using Unreal Blueprints.
This video demonstrates the design and implementation process for a specific sound effect with Wwise and Unreal Engine. The goal was to show the whole process from start to finish while keeping it short and easy to understand.
This is a peek at an FMOD project for an unreleased mobile game. This video discusses various interactive elements, such as transition regions, destination markers, loop regions, parameters, and nested events. Music implementation starts at 2:37.
This is small showcase demonstrates different interactive music elements in Wwise, including branching music with switch and playlist containers, RTPC sidechaining, transitions, layered music (slew rates with RTPCs), triggers and stingers, soundcaster session, event actions, and custom cues.
This is a sound redesign of the announcement trailer for Forza Motorsport by Turn 10 Studios. I created every sound in this trailer over the course of 3 days, using various audio libraries to make the trailer come alive.
This short reel has clips from various sci-fi films. This was originally a sound design test that I completed in about a week or so, combining my own foley recordings with sounds from audio libraries. The YouTube description describes how I specifically approached each clip.

About Me
As a child, before I knew anything about game development, I said that I wanted to work at a game studio. I loved the stories, environments, art, and sounds in my early gaming experiences as a player. That passion for games combined with my love of audio eventually led me to becoming a professional in game audio.
While attending a master’s program for film music, I studied game audio from Akash Thakkar and was enthralled by the creative possibilities of game audio. I found a new love for sound design, dialogue design, and audio implementation.
As a freelancer, I’ve worked on the dialogue for High on Life, helped Bungie record audio for motion and performance capture sessions, designed audio for smaller game projects, and contributed to interactive audiobooks released by Novel Effect.
Pro Tools · Reaper · iZotope RX · Wwise · FMOD Studio · Unreal Engine · Unity · Git · Perforce · Dialogue Editing · Field Recording · Interactive Audio Systems
Let's Collaborate
I am available for freelance, contract, and full-time opportunities. I work remotely and am open to relocation for the right studio or project.
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