
About
I’m a Chicago-based game developer specializing in audio design and implementation. My work includes sound designing Hauntii (Moonloop), contracting with Power Up Audio, and even developing my own game. Hauntii is currently nominated for multiple categories in the 2025 Game Audio Network Guild Awards, including Best Audio for an Indie Game and Best New Original IP Audio.
While contracting with Power Up Audio, I provided support for Moonbreaker (Unknown Worlds Entertainment), doing VO editing and voice design, as well as full cinematic sound design for audio drama episodes. I also sound designed animated cutscenes for Dr. Fetus’ Mean Meat Machine (Headup, Team Meat).
I have development experience with GameMaker and Unity, including programming in GML and C#, as well as audio implementation experience with FMOD.

Portfolio
Published Work
Sound Designer, Audio Programmer (FMOD & Unity)
On Hauntii, I was in charge of all sound design and implementation. I worked closely with our composer to implement complex dynamic music systems, and with our lead developer to script interactive audio features.
Contract Sound Designer with Power Up Audio
While working with Power Up Audio, one of my tasks was sound designing episodes of the audio drama series Moonbreaker: Tales from the Reaches. On episodes 3 & 4 I provided full cinematic sound design, including VO editing and mastering, foley, ambiences, and sound effects.
Contract Sound Designer with Power Up Audio
I provided full sound design for both cutscenes in this Super Meat Boy title.
Solo Developer
Homebound is a short and sweet game about a young girl stuck at home during the COVID-19 lockdown, playing imaginary games and bringing her dull apartment to life. I developed it by myself in just under a year, including all art, programming, and music and audio design.
Contract Sound Designer
Rise of the Third Power is an old school RPG with a cast of 8 playable characters, each with their own array of unique abilities. On this project I provided sound design for the various skills and abilities for each of these characters.
Walkthroughs
Audio Direction, Design, & Implementation in GameMaker Studio 2
In 2021 I released Homebound, a short game I developed by myself over the course of one year. In this video, I discuss my process in the direction and design of the game’s audio, with deep dives into some of the cutscenes, UI, and dialogue sounds.
Audio Design & Implementation in Unity with FMOD
After releasing Homebound, I began work on Numbrawler to get practice with Unity and FMOD. I kept a devlog on TIGForums, where I shared progress and design notes. In this video, I talk about how I approached the audio design in this early phase of development, emphasizing adaptability and player communication.
Redesigns
Lightspeed Lina is a game currently in development by CornflowerBlue. The footage for this sound redesign was taken from videos posted on their Twitter page.
I made a short Twitter thread describing my process for some of the magic layers in Lina's abilities (which included rubbing dry ice against piano strings!)
Automation Station is a game currently in development by Scott Daley. The footage for this sound & music redesign was taken from videos posted on their Twitter page.
PaperKlay is a game currently in development by Kevin Andersson. The footage for this sound redesign was taken from Kevin's first video devlog of the project (hence the onscreen text). Upon seeing the devlog, I was immediately inspired to imagine how this game's characters and environment may sound.
I made a short Twitter thread describing my creative approach.
A sound redesign of Saber Interactive’s remaster of Bungie’s Halo 2.
A sound redesign of an excerpt from the opening cinematic in MercurySteam’s Metroid Dread.