GAME AUDIO · MELBOURNE, AUSTRALIA

SOUND DESIGN.
TECHNICAL AUDIO.
REAL-WORLD SOUND.

Sound design, implementation, field recording and music for games and interactive experiences.

Explore Selected Work

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Selected Work

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Technical Audio

Interactive audio systems designed around gameplay, responsiveness and player experience.

Wwise

RTPCs · States & Switches · Blend Systems · Profiling

FMOD

Parameters · Events · Adaptive Audio · Mixing

Unreal Engine

MetaSounds · Blueprint · Procedural Audio · Runtime Control

Unity

Implementation · Runtime Control · Interactive Audio

SELECTED SYSTEM

Procedural Ship Engine

Unreal Engine · Blueprint · MetaSounds
Unreal Engine Blueprint controlling procedural ship engine audio

RUNTIME PROPULSION CONTROL

Gameplay-driven engine behaviour

Blueprint-driven propulsion control connects gameplay behaviour directly to the procedural audio system, driving engine parameters including compression and afterburn behaviour alongside haptic response.

Procedural ship engine system built in Unreal Engine MetaSounds

PROCEDURAL AUDIO SYSTEM

Multi-layer ship engine architecture

Procedural engine architecture built from interconnected synthesis and processing layers responding to runtime propulsion controls.

Reusable TurbineEngine MetaSound Patch

MODULAR SYSTEM DESIGN

Reusable MetaSound architecture

The turbine system is encapsulated as a reusable MetaSound Patch with exposed controls for afterburn, combustion, compressors and turbine behaviour.

View Plutonians Case Study →

TECHNICAL CAPABILITIES

Procedural Audio Runtime Parameter Control Blueprint Integration MetaSound Patches Interactive Systems Audio Routing Middleware Implementation Profiling & Debugging

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Field Recording & Foley

Original source recording forms a core part of my sound-design process.

From mechanical and industrial material to environmental, creature and experimental sources, recordings are captured with their final interactive use in mind.

LOCATION RECORDING

Castlemaine

Field recording demolition and impact sources in Castlemaine

FIELD RECORDING

Demolition

Capturing large-scale impact and industrial source material for use in designed sound.

Microphone setup for recording explosives in Castlemaine

FIELD RECORDING

Explosives

Recording high-energy transient material with multiple microphone perspectives.

Servo motor source recording

SOURCE RECORDING

Mechanical

Motors, machinery and mechanical movement captured as source material for editing and transformation.

ON LOCATION

Recording Sessions

MACHINERY

Mechanical Sources

EXPLOSIVES

Transient Recording

SPECIALIST RECORDING

Additional Sources

VEHICLE / MECHANICAL

Cement Truck

ELECTRICAL

Tesla Coil

Source recording at Scienceworks.

FOLEY & PERFORMANCE

Designed From Original Sources

Character performance recording

PERFORMANCE

Character Recording

Foley props prepared for recording

FOLEY

Prop Recording

Location recording session

LOCATION RECORDING

Field Capture

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Music & Trailers

Original music for games, cinematic sequences and trailer work.

Composition spans electronic, cinematic and hybrid production, combining synthesis, sampling, orchestral instrumentation and sound design.

Music is developed around the visual identity, pacing and interactive requirements of each project, from linear scoring through to parameter-driven music systems.

CINEMATIC SCORE

Plutonians · Original Music

INTERACTIVE MUSIC

Salaryman Rescue · FMOD · Pitch · EQ · Level Control

Music designed as part of the interactive audio system.

Original music for Salaryman Rescue was implemented in FMOD with parameter controls for pitch, EQ and level, allowing playback to be dynamically shaped during gameplay.

SELECTED MUSIC

Ambient Space

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About

I design sound for games, VR and interactive media.

My work combines sound design, field recording, music composition and technical implementation to build responsive audio for interactive experiences.

AVAILABLE FOR PROJECTS & COLLABORATION

Let's make something
sound fucking good.

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