
Projects
SLEEP AWAKE
Sound Designer
From September 2024 to January 2025, I did contract sound design for the psychological horror game SLEEP AWAKE by EYES OUT. Working under the direction of Jordan Guerette, the game's lead sound designer, I designed and implemented sounds for cinematic sequences, environments, interactables, sci-fi technology, and psychological horror effects. I was given a lot of creative freedom to identify additional opportunities beyond the planned audio, including performing some additional voice effects, and I spent a lot of time adding and fine-tuning environmental emitters to help the world feel as vivid as possible. There is one set of sounds in particular that is very crucial to the narrative. Jordan and I worked together to define their elements and design each iteration to support the story.


Unannounced Game
Composer and Sound Designer
From June 2023 to August 2024, I worked on an unannounced dark fantasy roguelike deckbuilder at House of How Games. I worked with every discipline to establish audio needs for the game, set the music and audio direction, built the Wwise project, and created music and sound assets. I wrote and maintained all of the audio documentation, including a spreadsheet that contained every audio asset in the game, its creation and implementation status, and any other relevant information. I designed custom card sounds and arrangements of the game's main theme music for different player characters to support their personalities and associated playstyles. I wrote and arranged themes for each of the enemy factions according to their unique qualities. I also directed, recorded, edited, and processed voiceover exertions to give each character personality (including performing some myself!) I also onboarded and directed an audio contractor who joined the team in March 2024.
Defender's Quest II: Mists of Ruin
Sound Designer
I contributed sound design to Level Up Labs' Defender's Quest II: Mists of Ruin, including friendly and enemy character attack sounds and UI warning sounds such as hit, block, armor break, etc. This was an interesting challenge as I primarily worked off an asset list with limited access to visuals.
Narcalid
Sound Designer
I contributed some additional sound design to Lotus Mountain's Narcalid, now in Early Access, including the opening cinematic, elements of the ship ambience, multitool, and creatures such as the spider bot, cafeteria bots, and mechanical bison. The creature sounds were so much fun to design, blending natural and mechanical sounds was a fun challenge and something I'd love to do again sometime.
Diablo IV
Lead Audio QA
From June 2021 to May 2023, I worked as first as a lead campaign and quests tester and then as lead audio tester on Diablo IV at Blizzard Albany (formerly Vicarious Visions.) One of the first documents I created was a campaign guide two of the zones, which was expanded to include all of the zones and used by developers across the project as a handy reference. I worked with the tools and SDET teams to automate documentation updates and create custom queries in the proprietary engine for audio testing. I also compiled and wrote several testing guides for the engine. I directed a small team to test music and sound for the entire game, from checking audio settings on actors to listening in standalone builds.
Tony Hawk's Pro Skater 1+2
Lead Audio QA
From October 2019 to March 2021, I worked as the lead audio tester on Tony Hawk's Pro Skater 1+2 at Vicarious Visions. In addition to writing all of the documentation relating to audio testing, I assisted with VO recording, completed batch material tagging, and completed a 6-month audio design mentorship with the game's audio lead. I extensively tested all of the audio in the game as well as other elements including environment art, menus, online play, and level design, ultimately contributing over 1000 high quality bug reports to the project. I proactively addressed potential issues by reviewing all skateable actors across every level to ensure their collision settings were correct before the skate loop system was fully implemented. I provided the level design team with documentation containing screenshots and actor names so they could quickly and easily correct any errors, so once the skate loop system was fully implemented the sounds played and changed as intended. I also carefully reviewed the lyrics of every song in the soundtrack to ensure that any language that could jeopardize the game's Teen rating was censored, and in doing so discovered a potential copyright issue with one of the songs.
BUDDIES: A Tribute to Banjo-Kazooie
Tribute Album Producer
On April 24th, 2020, a dream my friend Zachary Kohlmeier and I had shared for years finally came true with the release of BUDDIES: A Tribute to Banjo-Kazooie! Zach and I co-produced this album with Materia Collective and a TON of super talented individuals. Each of the game's tracks is reimagined in two vastly different popular genres to build an adventure playlist for each of the titular characters based on what we imagined their musical tastes might be, resulting in Banjo's BEAR side and Kazooie's BIRD. I arranged the last track on BIRD, Adventure is Calling, wrote its lyrics, and performed lead vocals. This was an incredibly fun and fulfilling project and I'm incredibly grateful to all who made it happen! Click the images above to check out each side of the album on Bandcamp.