I design immersive audio experiences that brings your game world to life.
Sip Fisher was a project I worked on for 4 months over my summer break that was commercially released to Steam on August 27, 2025. The Syphon Software team consisted of 8 members, my role being to create and implement all music and sound assets. This was the first game I've worked on in Unity; we utilized Unity's native audio tools to build a pipeline that was efficient but didn't compromise depth. Utilizing kanban, I was able to get instant feedback on my work and iterate quickly. I collaborated with our programmers to design any complex audio behaviors the project needed in C#. This included volume automation of lake ambience, shop music attenuation and filtering, boss music fades, and footstep detection of meshes with multiple materials.
Ghost Mortem was my sophomore spring-semester game project at DigiPen. Our team consisted of 10 people; this was my first cross-disciplinary project between artists and designers. This was also the first game that I used Wwise with. Integration of Wwise allowed me to build an adaptive music system that tracked player danger. I collaborated with our systems designer to implement my audio within his AI behavior tree built in Unreal's blueprints. Using Jira, our production team employed Scrum to create an environment of intentionality. Sprint reviews allowed the opportunity to review the effectiveness of our work, and cycle through vision, execution, and reflection often. This led to a very focused scope and thrilling gameplay loop.
Synthetic Exodus was my sophomore fall-semester game project at DigiPen and my first multi-month production. The team consisted of 5 artists and myself, with the goal of creating a short experience in Unreal. I used Unreal's blueprints to implement all the sound content in the game. I was able to build systems that tracked game states and used the built-in tools to mix and spatialize the audio. I also provided additional blueprinting help to fix various bugs that appeared throughout development.