I help games feel better to play.

Sound design, set up and tuned directly in your game.

  • FMOD
  • Unity
  • Git / GitHub
David smiling at his desk, a Reaper session on the screen behind him and studio monitors on the side.

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.

David at his desk with headphones on, a game controller in his hands and a synth in front of him.

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.

Got a project? Let's talk about it