Projects

Sound design, implementation, and interactive audio systems

1 / 7

Everi — Audio Designer

Sound Design · Implementation · Dynamic Music

Designed responsive audio systems across multiple shipped real-money gaming titles. Led audio direction on Stellar Bounties, Lucky Fireworks, and Off The Hook.

Dynamic Music Layered state-based systems that evolve across gameplay with synchronized transitions that remain in time across states
Audio Debug Tool Wrote the TDD and helped construct and implement a custom audio debug tool with the core library team
Implementation Methods Developed new implementation patterns using state-based event triggers and animation events
Training & Docs Trained a new hire and developed the training materials; wrote process documentation for the team wiki
Metering Conducted and documented metering passes across all parts of the games
Audio Doc Automation Built a script that exports a JSON from the game engine, imports into Excel, and runs through an LLM to auto-fill audio design doc descriptions
Pipeline Developed audio behavior standards, naming conventions, and approval workflows improving consistency across teams
Mobile Performance optimization reducing memory usage and defining new standards across mobile platforms
FMODUnityShipped
1 / 5

Logic Bullet

FMOD · Analog Synth Design · Dynamic Music

2D run-and-gun puzzle game. Custom FMOD integrations built from the ground up — SFX tuned to match musical keys, dynamic music with vertical and horizontal layering, 3D spatialization, reverb zones, and a reactive pitch-bend damage effect inspired by a skipping record.

Dynamic Music Vertical and horizontal layering with seamless loop transitions triggered by level sections and boss encounters
Music Key Tuning Global MusicKey parameter auto-tunes SFX via pitch shifting, keeping sound effects harmonically aligned with the score
3D Spatialization Left/right panning via FMOD Spatializer with the player as the attenuator, improving spatial readability and immersion
Reverb Zones Snapshot-based system (1s / 2s / 4s tails) triggered via Unity colliders for rapid iteration and environmental consistency
Damage Feedback Reactive pitch-bend 'skipped record' effect on player damage for distinct, variable feedback
Dialogue System Co-developed stylized phoneme-based audio inspired by expressive sample-based approaches (e.g. Undertale)
Pause Filter Parameterized filter with Seek Speed for sharp engage and gradual release, enhancing perceived momentum on resume
ScriptableObject Pipeline Co-created tool that reads FMOD GUIDs and auto-generates ScriptableObjects; extended to produce strongly-typed enums per event for type-safe audio calls through the AudioManager
Routing Master routing into MUSIC / SFX / UI groups with EQ carving and SFX→Music sidechain compression to maintain clarity during dense gameplay
FMODUnitySynth
1 / 6

F=MA

FMOD · Sound Design · Implementation

Zero-gravity space station FPS. Built velocity-based audio attenuation, dynamic fan audio with exposed pitch parameters, and FMOD reverb snapshots for spatial zones.

Velocity Audio Low-pass filter attenuates with movement speed, creating a sense of motion through air; the same pitch-shifting technique was used to match a giant fan spinning down and back up to speed
3D Spiders Randomized metal footstep samples with pitch variation, triggered by animation events in 3D space
FMODUnity3D Audio
1 / 1

Climb On!

Lead Programming · Creative Lead · Sound Design

3D adventure climbing game built in Unity. Designed the entire game including climbing mechanics inspired by Breath of the Wild, IK animation, and ragdoll physics.

Procedural Wind White noise generated via OnAudioFilterRead with low-pass cutoff programmatically tied to player height
Wind Gusts Dual gust systems with randomized frequency shifts at different amounts layered over main ambience
Reverb Cave and outdoor reverb zones blending all audio into a cohesive mountain soundscape
UnityProcedural3D Audio
1 / 1

Rooster Kick

Sound Design · Implementation

Unity game featuring a custom audio system built with ScriptableObjects and injectables. Each character owns its own SO containing all audio data, supporting randomized clips, ordered clips, and pitch randomization.

Custom Audio System ScriptableObject-based architecture with injectables allowing randomized clips, ordered clips, and pitch randomization — each character owns its own audio data SO
3D Audio & Doppler Implemented 3D spatialized sounds with Doppler effects — most noticeable in the bee buzz as it passes by
UnitySound Design