My Neighbor Alice (Audio Lead)
July 2021 – Present
My Neighbor Alice is a multiplayer, open-world life simulation game. Current features include farming, fishing, crafting & trading, with a large focus on community, creativity, and economy on the blockchain. The game is being released using an early model, allowing the community to be a part of the development and offer feedback and ideas along the way. As audio lead, I’ve been part of 6 major releases on the project, and it is still in active development.
SwishSwoosh (Audio Content Creator)
July 2024 – Present
SwishSwoosh provide sound effects packs and audio software, aimed at both game developers and audio professionals alike. Additionally, they intend to create social media content that provides education and new ideas to the community.

Eko & The Bewitched Lands (Sound Designer)
May 2024 – Present
Eko & The Bewitched Lands is an indie rogue-lite action RPG set in a challenging, randomly generated world, with souls-lite combat. The game is currently being developed as a side project, with the aim to release in Q4 2024.

Unreleased Project (Engine Sound Design)
June 2021 – July 2021
On this project, I was tasked with creating a dynamic engine sound in FMOD for a vehicle in an indie driving game, which was eventually cancelled. Having never worked on sound design for a vehicle engine before, I took this as a new learning opportunity and experimented. To start, I created infinite loops of the engine at steady RPMs (idle, low, medium, high). These had to then be tuned to one another in pitch to ensure a smooth transition as we move through the samples. They are then pitch shifted to increase as the RPM parameter is increased, along with some distortion and low end to add further harmonics and simulate wind. The load parameter is used to emulate the engine working harder on an uphill slope, and less hard on a downhill slope.
Inner Space FPS (Sound Design)
March 2020 – May 2020
This project was a first person shooter level from a game called Inner Space. All sound design and music was created and implemented solely by me. Triggers were used in order to create non-linearity in the music and for footstep sounds on different surfaces. Audio was created using foley and synthesis in Logic Pro and Studio One, then implemented using FMOD middleware into Unity. This was my first experience working with game audio, and a fantastic learning experience.
