Audio Design

SOUND
THAT
REACTS.

Technical Audio Designer specializing in interactive systems design, Unreal Engine & MetaSounds implementation, and audio tooling development. I design the sounds and build the systems that play them.


My Toolkit

Unreal Engine 5
Unreal Engine 5
MetaSounds · Audio Implementation
Unreal Engine 5
MetaSounds
Procedural Audio Graphs · DSP
Wwise
Wwise Certified
Interactive Audio Middleware
Ableton Live
Ableton Live
Sound Design · Music Production
Universal Audio
Universal Audio
Spatial Audio · Mixing · Mastering
Native Instruments
Native Instruments
Sound Design · Kontakt Libraries
iZotope RX
iZotope RX
Audio Repair · Restoration
Pro Tools
Pro Tools
Audio Post · Editing
Rider
Rider
Scripting · Development · Source Control
Reaper
Reaper
Sound Design · Batch Processing
Blueprint
Blueprint
Visual Scripting · Debug Tools
Cpp
Cpp
Gameplay Development · Audio Systems

// Additional Experience

Nuendo
FMOD

Audio Work

Helicopter Sound Design & Doppler Physics

Layered rotor, engine, and wind design driven by real-time Doppler and rotor directivity, built in MetaSounds using Reaper and RX.

Environment & Ambience

Interior acoustics built with Audio Gameplay Volumes driving custom impulse responses through convolution reverb. Vents, generators, lights, and the energy core, all original designs in MetaSounds.

Character & Foley System

Dynamic foley system driven by surface material detection. Footsteps, cloth, and movement sounds adapt in real-time using MetaSounds procedural graphs.

Implementation Breakdown →

Combat & Weapons

Niagara-driven shell foley, continuous weapon MetaSounds, sidechained bus mixing, and deterministic per-pawn variation — built for multiplayer.

Implementation Breakdown →

UI & Menu Audio

Cohesive UI sound language covering navigation, confirmation, error states, and transitions. Designed for tactile feedback.

Music & Atmosphere

Original game score and adaptive music system. Theme music, loading ambience, and state-driven transitions implemented via MetaSounds.

Implementation Breakdown →

Audio Settings & Mix

User audio settings with stereo and 5.1 format mixes, loudness-matched dynamic range modes, and live device and output-format switching.

Implementation Breakdown →

Voice & Narration

Character voice direction and narration implementation. Coming as RedCell's narrative develops.



Open to Opportunities

Available for full-time game audio designer roles and contract audio implementation work. I'm actively completing demo content — reach out and I'll send samples directly.