
PSYCHOLOGY-DRIVEN SOUND DESIGN
I create tailored sounds for small to mid-sized indie studios that predictably shape players' behavior from Seattle.


About
During COVID, I was lost. The film I was directing was on hiatus. My gig for a production company was getting stale. All I had were my film and game sound design classes. Then, I discovered Disco Elysium and Dark Souls.
This sparked my mission to make story-driven indie games sound great and guide player behavior. My loadout: a B.A. in Psychology, Screenwriting Degree, a sound designing system, and 9000+ original recordings.
Since then, I've been the Audio Director on award-winning Airborne Empire, Tearoom of Terror, and an audio implementer on Twinklebly. I've also shared my process in talks across several universities and conferences.

Speaking



Ten roundtables, keynotes, and workshops at universities & conferences:
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GDC: Green Games: A Rapid Prototyping Workshop
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USC: How to Record Sounds for Games
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GameSoundCon: The Roadmap to Sound Designing Solo
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GameSoundCon: Game Audio Community Roundtable
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GameSoundCon: Audio Communities: Local Chapters
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AirCon: Audio Direction in Media: Live Panel
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AirCon: How to Sound Design on a Team of One
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AirCon: How to Find Remote Work
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DigiPen: An Evening of Game Audio Microtalks (Host)
Free Resources
Your Guide to Sound's Secret Structure
A clear structure to sound designing a game at the indie level is uncommon, leading to preventable confusion when many freelancers work with game studios. This free guide is your solution to that.
I reveal how to create soundscapes that suit your gameplay, story, and the software at your disposal. You'll walk away with a new way to approach the audio in your game and collaborate with audio teams for better, faster results. It worked for Airborne Empire, and it can work for you too.





