I'm a sound designer focused on video game audio. I create and implement sounds that support gameplay and fit naturally into the world. I work on everything from UI and combat to movement and environmental ambience, making sure each sound feels meaningful and tied to the player's experience. My goal is to build audio that enhances clarity, atmosphere, and overall immersion while supporting the flow of the game.
I have solid experience using FMOD and Wwise to design and implement adaptive audio. I can create interactive sound events, set up real-time parameter controls, and connect middleware to engines like Unity and Unreal. I’ve also worked with snapshot systems, audio routing, and mixing within these tools.


I’ve used Unity, Unreal Engine, and Godot for game audio implementation. I understand how audio components are handled across different engines and can navigate their editors efficiently. I’ve connected events, handled spatialization, and tested sounds directly in the game environment.
I can work with C#, C++, and GDScript to integrate audio into gameplay. I know how to trigger audio through code, expose parameters, and work alongside programmers without breaking their setup. I adapt to existing codebases and keep things clean and functional.


I'm proficient with Reaper, which is my main DAW for sound design, editing, and mixing. I also have professional experience with FL Studio and Ableton Live, and I’m comfortable switching workflows when a project calls for it.
I worked on this game as part of a small team for a game jam. I was the sole sound designer, responsible for all audio elements, including creating the music, designing the sound effects, and implementing them using GDScript.
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