I love working on game audio, and have experience in sound design, technical game audio, and audio programming for games contexts, and experience working with Unity, Unreal, FMOD, and Wwise.

Mercantisle – Soundscape Consultant (2025)

I got brought on in August of 2025 to revamp the game audio for the best damn free-market-economic-colony-giant-bug simulator of all time, Mercantisle, before its 1.0 release. This is still ongoing work alongside my PhD, but so far I’ve rebuilt the entire game’s audio from the ground up (excluding the excellent musical soundtrack composed by Helena Ricci), designing new assets, implementing new systems, and revamping the mix to ensure a superior, cohesive experience for the player. 1.0 hasn’t released yet, but you can see an early look at the work I’ve done in my showreel. I’d like to do a deep dive on the sound design here at some point after release, so watch this space if vegetable impulse responses sound interesting to you.

SPIRE – Masters Project (2022)

For my MDes Masters project, I developed a roguelike game from scratch, using Unity and Wwise, to explore the concept of ‘genre sonification’ in games. If you imagine a science-fiction film, you probably imagine a different sort of soundscape than if you imagine a romantic comedy, but different genres of game don’t have the same sonic connotations. As game genre is usually determined by game mechanics, I thought it would be interesting to explore how these mechanical genre indicators could be imagined sonically, and so I built SPIRE. This was my first experience building a game myself, and I had a great time. One of these days I hope to get it released in a more polished form, but in the meantime you can watch a playthrough below.