In-game Sound Design

There’s Something There

(2022, Unity Integrated Audio)

There’s Something There

(2022, Unity Integrated Audio)

There’s Something There is a game I made in one month for my final in a Game Design class at Stevens. I did all of the pre-production, coding, level design, and audio. This was realistically the first fully-realized game I made by myself, and I am still proud of the ideas I was able to convey.

The audio design is fairly minimal, with emphasis being placed on the music to create abstract, isolated atmosphere, reinforced by the sound design objects like the spear, dialogue interaction, and the green cubes.

Hekks Factory

(2023-present, FMOD in Unity)

Hekks Factory is a level-based puzzle game I am working on as part of a larger team. I am responsible for all of the audio creation, both sound effects and music, as well as its implementation through FMOD in Unity.

Film Sound Redesign

Seven Splinters in Time

This is the final scene from the 2018 film Seven Splinters in Time. Our semester-long project in a class on Audio Post-production was to learn and engage with the various steps of post-production workflow, and realize a final completed segment of the film.

During this project, I enacted the roles of a standard post-production process, including dialogue editing, music supervision, Foley engineering and mixing, ambience collection and mixing, synthesized sound design, and re-recording mixing.

Jurassic Park

This is a clip of the 1993 film Jurassic Park. I worked in a group of three people as we were tasked to redo the segment’s sound design.

I was the leader of my group, engaging in Foley engineering, and mixing, ambience collection and mixing, synthesized sound design, hard effects design, and re-recording mixing.