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Sound Design & Audio Implementation on Games
Airborne Empire (The Wandering Band)
Sound Design Breakdown
My breakdown of Airborne Empire: the winner of Best City Builder at the Gameoneer Awards, reveals my process as the game's sound designer. This is the sequel to the BAFTA-nominated Airborne Kingdom. See how I enhanced the game's personality with custom recordings, 'audio pillars', fun bird sounds, and a mixture of action and respite.
Airborne Empire (The Wandering Band)
Audio Implementation Breakdown
My audio implementation of Airborne Empire focuses on voice management, dealing with the isometric camera view, and thoughtful mixing. City builders and RPGs can get hectic quickly, which is why I used Unity and FMOD to tame our instances. You'll be able to see my bus structure, mixing pillars, and music implementation as well.
Tearoom of Terror (Sundew Studios)
Sound Design & Audio Implementation
This cozy-horror visual novel from Sundew Studios needed a custom audio implementation solution for the combo of Unity, Fungus, and Spine along with tactile foley for all the crafting options in the game. I've devised those along with sound design for gross, creepy sounds to go along with the dark narrative that centers around poisoning your tearoom patrons.
Twinkleby (Might & Delight)
Sound Design & Audio Implementation
I provided extra sound design, foley, and audio implementation to Twinkleby from Might and Delight in their last month of development. They needed someone who could dive into their Unity & FMOD projects ASAP without supervision to complete some of the peskier sounds and script event references for animations.
Letterhead Series (Houlihan)
Sound Design in Unity
This is a glimpse into my creative process as the Sound Designer for Letterhead PC and Letterhead Mobile between 2022 and 2024. I created their distinct sound effects with nearly all-original recordings by performing foley with props. See how the developer and my style evolved over time.
Lichgate Series (Sun Lion Games)
Sound Design & Audio Implementation Breakdown
I was brought on late in development for Lichgate: an RTS, and Lichgate Tower Survivor: a tower defense game, to finish their sound design and audio implementation. Using Unity & FMOD, I focused on voice management and mixing first. Then, I created a combination of dark synth sounds, creature sounds using my voice, and original recordings.

IGDA Climate SIG
Podcast Editor: Doing Our Bit
I podcast edited for Doing Our Bit, which was all about climate justice in the game industry

Molinare & Game Audio Forge
Sound Designer
I was a sound designer on unannounced games with Molinare & Game Audio Forge

Regenerate Jam & Indiecade Jam
Mentor
I mentored for environmental game jams to support game devs who care about the environment
Filmmakers: I no longer accept commissions from new clients, but you can view my previous film projects here
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