Designed complete audio system for FPV drone simulator that shipped to Steam Early Access with a mostly positive (70%+) review score, citing realistic audio as a main draw.
Implemented Wwise spatial audio systems with geometry-based reverbs and ambience for realistic acoustic response in complex environments.
Built a modular motor audio system that allows players to customize the sound profile of their drone.
Spatial audio sensor based on "Bubblespace," developed by Robert Bantin.
Rotating ray casts sense free air around the player and adapt ambience volume and reverbs accordingly without placing any audio volumes in the level.
Tech demo showcasing a "fleeing fauna" system where diurnal and nocturnal 3D wildlife emitters detect player proximity and scurry/flutter away from the player.
Data-tables store creature information for spawn height, detection radius, awake hours etc. for use with different biomes and animal and behaviors.
Tech demo showcasing a complete character movement audio system in Unreal Engine 5 with Wwise spatial audio.
Footsteps, scuffing, hand, and knee sounds are driven with colliders placed on the body with no animation tagging.
Sound redesign of a Lords of the Fallen (2023 CI Games) cinematic.
Dark, medieval, fantasy sound design using original sounds and commercial SFX libraries.
Programmed beatmapping system in Unity using FMOD Callbacks to create a music-synchronized rhythm game.
Created by a team of five in four days for GMTK game jam 2026.
Programmed plate-stacking system in UE5 and designed audio behavior for plate clinking and crashing.
Designed and programmed UI and Menu systems for smooth level loading with seamless music transitions.
Created original music and SFX, implemented in GDscript using pop order variable to increase pitch for longer pops.