Clean Sweep (2025)

Made for the Garden Game Jam, I was responsible with implementing an audio system framework in Godot. This system features:

  • Adaptive audio behaviors in response to states, switches, and parameters

  • Per sound, priority-based, and max in-game voice limiting

  • Modular music system with multiple tempo-synced horizontal transition modes and vertical layering

  • Simplified workflow requiring minimum code for audio hooks while also decoupling the audio system so audio system work and changes can all be handled in the audio code environment

  • Extendable audio behaviors through inheritance of core classes

You can view an overview of the class structure here: Clean Sweep Audio System Diagram

Fist Fight (2024)

Originally made by me in 2023 for teaching audio middleware using FMOD, this project was completed in 2024 so my friend, Nathan Link, could use it to learn FMOD and practice game audio creation as part of his Master’s project.

Quiet Please (2024)

In January 2024 I teamed up with two friends to participate in my first game jam. In this game you are a concert hall attendant trying to keep a noisy, disruptive crowd from ruining the performance! We chose to interpret the jam’s theme of “It’s Spreading!” through the game mechanics as noise whispers and conversation spread between audience members. In addition to composing and creating sound effects, I was also assigned lead of the project to make gameplay decisions and guide the overall vision of the game.

Unity TPS Game (2024)

A very short, linear, third-person shooter. The game is programmed by me in Unity using C#. I originally created this project with the intention of using it to teach alongside basic audio middleware implementation. The audio setup is designed to allow students to make their own Wwise project and implement their sounds through easy-to-use dropdown menus in the game engine.

Unreal FPS Game (2023)

This project is the first game I've developed completely solo with the goal of learning Unreal Engine blueprints. It's an 8 level, first-person shooter inspired by games like Doom and Halo. It was my first venture into programming and engaging directly with a game engine's systems. The game is currently in a fully playable state from start to finish.

Rebirth (Master’s Thesis 2023)

When I first started my Master's Thesis in 2021, I pretty much knew nothing about music production, had never composed in any electronic genres, only ever wrote notes on scores, and had no idea what most sounds in modern music were or how they were made. I had just started using Reaper as my DAW and, with its sparse initial state, was building my plugin library alongside my knowledge from the ground up. I wanted to use this project as a springboard into learning as much as I could about modern music production.

SFSU Game Collab

I have participated in the SFSU Game Collab for 3 consecutive years and worked on numerous games during these foundational years of my game audio experience. In addition to working on a diverse set of games (often simultaneously), I also acted as audio coordinator for the year 2022 bringing together a small audio team to work on 12 games that semester.

I was responsible for designing the audio system in this 2-player rhythm game. The game utilizes Wwise callbacks to synchronize note spawning and button press opportunities in gameplay as well as control other aspects of game flow.

Bard Battles (2023)

Mystic Mayhem is a mobile, augmented reality spellcasting game. As audio lead, I led a small team directing the sound palette and mentoring sound designers and composers. I did the implementation using Wwise. Because this is a mobile game, my main focus was creating a dynamic bus structure that would prioritize important audio information within the limits of phone speakers. There were also unique considerations for the role of spacialization. As a PVP AR game, players have additional environmental awareness during gameplay and can utilize real sounds and spacial senses to identify player locations in the playspace. Therefore, the game audio is also set up to emphasize visual, on screen elements and what is in front of the player.

Mystic Mayhem (2023)

Containment (2022)

Containment is a 4-player co-op, wave-based, third-person shooter set in a sci-fi horror world. This project was my main focus during the 2022 game collab and provided me with the most opportunities to thoroughly learn audio implementation using Wwise. As audio lead, I was responsible for composing all the music, creating/curating SFX, and hooking up all sounds and audio behaviors in Wwise. I also did the lighting and learned a bit about lightmaps for fun.

Godsworn (2022)

Godsworn is a singleplayer, JRPG style, turn-based combat game. In addition to Containment, this game was the second project I was assigned to work on as audio lead and take care of the entire audio pipeline. The music is naturally inspired by Japanese orchestral video game music, particularly Final Fantasy. This was my first time diving into composing full orchestral music and attempting to incorporate a mix of genres like rock, metal, and the power of friendship that influence JRPG combat music aesthetics. The music was composed to match the characterization and narrative of each area, and combat music was for... combat! Audio implementation was done using Wwise.

I took up audio lead for City Run midway through the semester. This side-scrolling infinite runner was light on its audio needs, but provided me with a few opportunities to make one or two fun, light-hearted SFX to match the cartoony graphics. Audio implementation was done using Wwise.

City Run (2022)

Descend, a Greek mythology themed game, was another project I undertook as audio lead midway through the semester. As a 2D action side-scroller, the SFX work was pretty straight-forward and mainly involved creating/curating SFX to the diverse weapons and characters. The implementation is a little rough in certain places as this game was the 2-weeks-left-crunch game, but those mistakes will make for great teaching examples in the future. Audio implementation was done in FMOD.

Descend (2022)

Dungeon Brawler (2022)

This project was my first experience taking on the role of audio lead responsible for every step of the audio pipeline from conception to creation to middleware implementation. Dungeon Brawler was planned to be a 4-player, PVP arena fighter. Matches would be divided into a PVE looting phase during which players would fight mobs in the world to build their character stats and a PVP final battle phase where players would be herded to the final arena at the center of the map. Though the project only made it into the beginning stages of combat, I'm happy to say that the music planned for the scope of the game was completed and fully functional in FMOD. The PVP phase music in particular had 3 distinct levels of intensity that would be cued based on the number of players remaining in the battle.