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:


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

If you’re looking for a freelance sound designer who can enhance gameplay, integrate seamlessly with your team, and deliver high-quality audio without hassle—I’d love to hear about your project.

Contact me today to tell me about what you’re working on.