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.
Tools & Pipeline
My Toolkit
// Additional Experience
Portfolio
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.