Coming to Steam
Shards of Memories: Sound design and FMOD implementation
I help games feel better to play.
Sound design, set up and tuned directly in your game.
Sound off, then sound on
Players rarely notice good sound. They notice when a game feels off without it.
Every sound comes from real objects. You can watch it being made in the corner.
Games I've worked on
Coming to Steam
Shards of Memories: Sound design and FMOD implementation
In development
Biophilia: Main theme and cinematic music
Out on Steam
Mimir: Ambient music and UI sound design
Free on itch.io
A Screen in the Crowd: Dynamic music system
Free on itch.io
Echos Traveler: Music and sound design
About me
What I love is the whole process: figuring out what the game and the player need, creating sounds that fit the world of the game, and making them interactive so they respond to what the player does. For me, the creative side and the technical side go together.
Playing Death's Door was the moment it clicked. Not one sound stood out, but nothing felt wrong either. That kind of coherence, where the audio is woven into every room and every hit without drawing attention to itself, is what I aim for.
Audio doesn't decorate a game. It tells the player whether to trust it.
How I work
- Implementation
- I work in your engine and your Git repo. When it helps, I add the few lines in your scripts that call the audio engine, so you don't have to.
- Variations and mix
- Each sound gets enough variations so it doesn't get repetitive, and I check it in the game, next to the music and the rest of the mix.
- Clear scope
- All the audio or only the part you're missing, with a quote and the deliverables written down.
See it in a prototype
A small Unity + FMOD prototype I built to show what interactive audio brings to a game: sounds that follow what the player does, and that I can tune live while the game runs.