GAME PORTFOLIO

We see with our ears.

Walter Murch

The games below are where I've shaped audio inside a real production pipeline: composing, designing, and implementing sound across student team projects and client work.

GAME PORTFOLIO
(2025–2026)

The Feast of the Gods: sound and interactive audio for a hyper-reality VR theatre experience.

Sound Designer · Audio Programmer · Unreal Engine 5 · FMOD, Wwise · Ableton Live · ACuTe (European Theatre) · Graduation · 2026

The Feast of the Gods is a hyper-reality VR theatre piece built inside the ACuTe innovation project, where the physical and virtual worlds are aligned so the audience physically interacts with what they see in VR. For my graduation project I designed and built the whole audio side: the sound design and the interactive audio system. Designing that system, including how the per-scene rumble points are placed and tuned into the level, was as much experience and interaction design as it was audio work.

My role: authored the ambience, SFX and music in Ableton, then built the interactive system so a single event feeds two outputs at once, spatial audio to the Meta Quest headset and low-frequency rumble to a ButtKicker plate under the audience. I started in FMOD and migrated the project to Wwise to get the per-device routing that made the headset-and-plate setup work, with rumble points placed per scene in Unreal.

Read the full breakdown →

Viral Impact: a serious roguelike for 's Heeren Loo

Sound Designer · Level Designer · Mechanic Designer · Unity · FMOD · Ableton Live · Serum · Client: 's Heeren Loo · 2025–2026

Viral Impact is a serious roguelike developed in Unity for 's Heeren Loo, designed to help players with mild intellectual disabilities (MID) practice safe and appropriate online communication through short combat levels followed by conversation-driven learning moments. I built the game's audio identity from the ground up: designing SFX (player, UI, enemies, environment) with layering, processing, and Serum synthesis; composing adaptive music for hub and battle states; and building world-specific ambience for the WhatsApp, Instagram, and Scam worlds. I also implemented all audio using FMOD + Unity, including event logic, parameters, and a centralized AudioManager to streamline integration and iteration.

On the design side I also worked as a level and mechanic designer. I designed 24 level layouts across the WhatsApp, Instagram, and Scam worlds, and prototyped new mechanics from rough concept to playable feature, greyboxing levels and wiring them up so the team could test them in the real loop.

Read the full breakdown →

GAME PORTFOLIO
(2024–2025)

CANYON RACER (2024)

Canyon Racer: a futuristic racing game where players shoot down enemies while battling for first place.

Sound Designer · Mechanic Designer · Documentation · Unity · FMOD · Mobile racing game · 2024

Canyon Racer is a mobile plane racing game where players choose between planes with different skills and stats, racing against AI opponents and using obstacles and power-ups to their advantage.

My role: created sound effects using FMOD and synthesizers. Laser-shot and explosion SFX for the planes, plus adaptive engine sounds that respond to throttle and speed in real time.

On the design side I helped shape the power-up and plane-ability systems, tuned the stat trade-offs between the planes, ran three rounds of playtesting, and owned the team documentation that kept everyone building from the same page.

Read the full breakdown →

VERTIGATO (2024–2025)

Vertigato: a VR game that plays on the fear of heights, made by team Bird Throwers.

Designer · Concept Art · Skybox · Music · Unity · Ableton Live · VR · 2024–2025

A VR game built in Unity by my team, Bird Throwers, that plays on the fear of heights. High above a city, players take on two minigames to test their VR nerve: walking out across a glass panel, and defending a bird nest from a cheeky cat with a water gun.

My role: I worked as a designer across art and audio. I drew the concept art and the skybox and implemented the skybox in Unity, composed the original background music and wind ambience in Ableton, and collected, edited, and scripted the rest of the sound into the game.

Read the full breakdown →

GAME PORTFOLIO
(2023)

Skiddly: an educational group project game.

Sound Designer · Game Designer · Educational mobile game · Group project · 2023

Skiddly is an educational mobile game where we teach kids fundamental concepts about sustainable development (energy conservation, renewable energy, and practical applications) through a fun, easy-to-understand game.

My role: as a sound designer and game designer, I created the sound effects and helped design the gameplay and learning loop so it would engage the target audience (ages 8 to 15) while teaching them about sustainable development concepts.

Read the full breakdown →