

GAME MUSIC

All Good Things
Unity, TouchDesigner, Wwise
Role: Audio Director & Composer
Led audio team of 7, including overseeing music team and remote recording of orchestra in collaboration with Indiana University's Music in Games Society. Composed two cues and assisted with orchestration. Implemented all music assets in Wwise and designed all music systems, including callback-based beat syncing, switch and state logic, and custom music gating triggered by voiceover cues.
The Unrealtor
Unity, Fmod
Role: Music Designer
Designed and implemented music system in Fmod, including parameter-based track switching and vertical remixing to create "drop" moments as puzzles are solved. Edited delivered music assets into loops for both background and diegetic sound sources.


Reflection Eternal
Unreal Engine 5, Wwise, Ableton
Game Audio Network Guild Student Sound Design
& Music Competition - Honorable Mention
Role: Audio Director & Composer
Created dynamic audio systems for rhythm-combat game, including interactive music and authoring sound effect assets. Led team of 3 to compose background music, stingers, and transitions. Also designed RTPCs that follow time-based attacks and music harmony. Managed session prep and ran studio recording of soundtrack musicians.
Mise en Sauce
Unreal Engine 5, MetaSounds, Blueprints
Role: Composer
Composed baroque-style looping score with three layers of intensity. Recorded all instruments, acting as tracking engineer. Implemented music system in Unreal Engine using MetaSounds and Blueprints. Also acted as lead engineer and wrote code base for player movement, powers, and game systems.


Ollie's Matcha Dream
Unity, Wwise
Role: Music Designer
Partnered with composer to implement adaptive music design responsive to player location and time-of-day progression. Oversaw final mix and mastering for in-game implementation, balancing music and SFX to ensure clarity across gameplay scenarios.
Doodle Cards
JavaScript, Howler.js
Role: Composer
Composed casual looping background music cue (Quick!Draw!) for Jackbox-style mobile game, exporting three versions at increasing BPMs as a simple method of dynamic intensity.
