In this showreel, I demonstrate my expertise in sound design, transforming raw audio into rich and immersive auditory experiences. With a keen attention to detail, I craft unique soundscapes that enhance storytelling, build emotional depth, and draw audiences into the world of each project. Every element is designed to serve the narrative, ensuring each sound not only supports the story but strengthens its emotional impact.

Sound Design

While playing Metroid Prime 4: Beyond, I was completely immersed in the world, with the sound design playing a key role in that experience. Inspired by this, I reimagined the sound of Samus’s iconic arm cannon, designing the sounds from scratch using tools such as Phase Plant, Weaponizer, and FabFilter. My focus was on how the audio would function in an actual game context, considering implementation in middleware, how the sounds would be triggered in response to gameplay, and how elements like looping and layering would behave before transitioning into final states.

Game Audio

A footstep system I created in Unity using FMOD. It supports multiple surface types and blends in subtle metallic foley to match the robotic character design. The system was implemented in Unity using C#, with FMOD parameters driving surface variation and intensity, and custom methods triggered through animation events to ensure accurate timing and responsiveness within gameplay.