Demos

Sound Design Reel [2023]

A showcase reel highlighting the strongest sound design I have done, with a look at Zero Possession, and three redesigns from Prey (2017) and Elden Ring.

My goal was to cover as many aspects of sound design as I could with this reel, with ambiences, environmental sounds, melee and ranged weapons, sci-fi technology and spells, and movement.


FMOD Implementation Demo

A showcase and walkthrough of the FMOD implementation for the sound design and music of the Sedna Games project Zero Possession.


Game Music Demo [2022]

A showcase reel highlighting the strongest game music I had composed as of December 2022, across multiple different projects.


Zero Possession | Sound Design Reel

A showcase of the sound design of the Sedna Games project Zero Possession, with footage of the FMOD Studio project when necessary.


Sound Design Reel

A showcase reel highlighting the strongest sound design I have done previously, primarily within multiple different projects.


Earth’s Light | Original Score Reel

A showcase reel highlighting the strongest music I had composed for the Sedna Games project Earth’s Light.


Game Music Demo [2021]

A showcase reel highlighting the strongest game music I had composed in 2021, across multiple different projects.


Other showcases


Game Audio Asset Spreadsheet [2022]

After getting into game sound, I realized very quickly that having an effective way to keep track of all of the assets you’re working on is integral to the end result, so not wanting to just settle for tasks on JIRA and a game design document, I researched, eventually coming across this GDC talk done by Hexany showcasing the spreadsheet they use to keep track of assets for a project. With that as a clear goal, I set out to make my own to better fit my personal needs, being adaptable to the entirety of game sound as well, as I am often the sole audio person on projects.

Current (as of April 2022) iteration of the spreadsheet

Having since created this in December 2021, I have added to it, modified it, and continually adapted it to various projects and needs, even sharing it for use with colleagues which they then adapted to fit their respective art workflows. These spreadsheets truly have optimized my workflow immensely, and having used it now on upwards of 5 projects, I see it continuing to be incredibly useful well into the future.

As of writing, the clear weak points in this are absolutely dialogue, which is mainly due to nearly all of the games I have worked on since creating this not having much, if any, dialogue. But, I do plan on remedying this in the near future.

The most up to date iteration of the template can be found here or by clicking the image above.


For all soundtracks and original compositions, check out my Bandcamp here.