Reave —Game Audio Design & Implementation
Reave is a Dark-Fantasy PvEvP extraction game for VR.
Developer - Alta VR
Role - Lead Sound Designer
Audio Systems & Implementation:
I was responsible for designing and implementing gameplay-driven audio systems across combat, creatures, and player interactions.
Key focus areas included:
Designing responsive combat audio that clearly communicates hits, impacts, and enemy states during fast-paced encounters.
Building layered feedback systems for player physics-based actions, ensuring consistency between animation, VFX, and audio response.
Implementing real-time audio events and parameter-driven behaviour to support dynamic gameplay situations.
Creating modular sound design systems that could scale across multiple weapons, abilities, and enemy types.
Integrating and tuning audio using Wwise and engine-side implementation to ensure tight gameplay responsiveness.
Gameplay Impact:
The audio was designed to improve combat readability and reinforce player decision-making in high-intensity gameplay scenarios.
This resulted in:
Clearer differentiation between combat states and attack types.
Stronger moment-to-moment feedback for player actions.
Improved cohesion between audio, visual effects, and gameplay timing.
A more responsive and immersive VR combat experience overall.
I wrote a case study of the melee weapon audio implementation system of Reave here
Dungeons of Eternity —Game Audio Design
Dungeons of Eternity is a VR action RPG that can be played either solo or Coop.
Developer - Othergate
Role - Sound Designer
Audio Systems:
I worked across core gameplay audio, with a focus on combat responsiveness and VR interaction feedback.
Key contributions included:
Designing impactful combat audio for player weapons and enemy creatures.
Building responsive player feedback audio for player interactions, including inventory management and item use.
Developed a full suite of UI sounds for the game’s menus, tutorials and player feedback systems.
Delivered immersive environment sounds for world interactions and soundscape design.
Gameplay Impact:
A more grounded and responsive VR combat experience where audio reinforced both timing and physical presence.
Audio received consistent positive feedback from players, particularly around immersion and combat impact.
Contributed to a title that reached #1 on the Meta Quest Store at launch and has maintained consistently high review scores since release.
Wolcen: Lords of Mayhem —Game Audio Design & Implementation
Wolcen: Lords of Mayhem is a large-scale Action RPG with complex combat systems, extensive ability variation, and a strong emphasis on visual and mechanical impact.
Developer - Wolcen Studio
Role - Sound Designer & Audio Implementer
Audio Systems & Implementation:
I contributed to the ongoing development and refinement of gameplay audio systems across combat, enemy abilities, and environmental feedback across Chapter IV, helping maintain a consistent and responsive sonic identity throughout the game.
Designing and implmenting abilities and combat audio for over 15 different enemy types.
Owning the audio for the final boss battle of the game, which totalled nearly 70 unique gameplay events.
Edited dialogue and designed cinematic audio for 12 narrative cinematics.
Developed environmental and new gameplay system audio for Blessings & Curses mechanics.
Fully implemented audio using Wwise and CryEngine and collaborated with design and development teams to ensure audio supported evolving gameplay systems and content updates.
Gameplay Impact:
The audio work helped reinforce the game’s core combat feel and supported clarity across a wide range of abilities and enemy types in a complex ARPG system.
This resulted in:
More consistent audio identity across combat systems and abilities.
Improved clarity during high-action encounters with multiple overlapping effects.
Stronger audio support for narrative heavy segments and cutscenes.
A more cohesive and readable combat experience across large-scale gameplay scenarios.
I wrote an article detailing my process on Wolcen here.
Gestalt: Steam & Cinder — Game Audio Design
Gestalt: Steam & Cinder is a narrative-driven Metroidvania featuring fast-paced combat, exploration, and a richly realised steampunk-inspired world.
Developer - Metamorphosis games
Role - Sound Designer
Audio Systems:
I was responsible for designing and implementing gameplay-focused audio across combat, character abilities, enemies, environmental interactions, and world-building cinematic moments.
Designing impactful combat audio that reinforced attack timing, enemy interactions, and player feedback during fast-paced encounters.
Building environmental and interactive audio that supported exploration and strengthened the game's Steampunk-inspired world and atmosphere.
Collaborating closely with the development team to align audio with gameplay, narrative, and artistic direction throughout production.
Gameplay Impact:
Stronger differentiation between gameplay mechanics, abilities, and enemy interactions and intentions.
Clearer player feedback during combat and traversal sequences.
Audio was carefully designed to match and compliment the retro 16-bit Steampunk Aesthetic, leading to a more cohesive overall experience.
Additional Projects:
Destiny’s Divide (Game)
Developer: Fobia
Role: Sound Designer
Designed ability-driven audio for heroes, spells, and combat, alongside responsive UI sound for card interactions and gameplay systems.
Wolcen: Lords of Mayhem – Chronicle 1: Bloodtrail (Game)
Developer: Wolcen Studio
Role: Sound Designer & Audio Implementer
Environmental sound design and implementation for endgame levels, supporting atmosphere, gameplay clarity, and narrative tone.
Nominated: Best Audio for an Indie Game – G.A.N.G Awards 2021
Neuronet: Mendax Proxy (Game)
Developer: Dream Harvest (via PitStop Productions)
Role: Sound Designer
Designed audio for multiple environments, including futuristic cityscapes, a hacker’s den, and a night market, supporting narrative and world-building.
Nominated: Best Narrative & Best Mobile Game – Taipei Indie Game Awards 2022
An Animated Tribute to Secret of Mana (Animation)
Directed by: Benoit Tranchet
Role: Sound Designer
Recreated and reimagined classic game audio using custom synthesis and processing to match retro anime aesthetics.
Peel (Short Film)
Directed by: Cameron J. Kidd
Role: Sound Designer & Sound Editor
Creature sound design, foley recording, and full audio sync for narrative short film.
Nominated: Best Horror Film – Austin After Dark Film Festival 2019
Arcade Wizard: The Tome of Arcade Intellect (Mobile Game)
Developer: Tim Commandeur
Role: Sound Designer
Designed high-frequency combat audio for a top-down shooter, balancing impact with long-session listenability across PC and mobile.
35,000+ plays | 4.9 rating on Google Play
Starved for Light (Game)
Developer: Exiled Game Team
Role: Sound Designer & Wwise Implementer
Early-stage collaboration covering foley recording, environmental audio, and implementation. (Project currently on hold)
Let’s Make Your Game Sound Its Best
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