Composition
Sound Design
PROJECTS
Dracomaton (2023)
Fury of the Weald (2022)
Music Composition | Arrangement | Mixing
"You are not alone. The silent solitude of the weald has been interrupted by humans, once again. You, the forest's guardian spirit, must roust these insolent pests and destroy their vile machines. Cleanse the land of the humans' waste, and show no mercy as you invoke the wrath of Mother Nature."
Winner of 1st Place for Audio in Brackeys Game Jam 2022.2 out of 1,081 entries
My Contributions
- Composed multiple versions of music tracks to be transitioned between dynamically, with differences in texture and composition complimenting the different gameplay styles.- Collaborated with sound designer in order to adjust the music to fit well with the sound effects
Still Life with Delphinium (2022)
Sound Design | Audio Implementation | Programming | Design | Writing
"I was a biology major as a freshman, but I had no idea what I wanted to do until ART-02, the Intro to Painting elective. Unlike the galleries of chemical diagrams, it felt right, like I “understood” painting. Like it understood me. The day it all clicked was our midterm; we were told to do something relating to water. I painted the beach. The image is hazy, but I remember sitting at my desk, working away in the dark to Quest."
My Contributions
- Used FMOD to implement all sound effects and music- Created seamless transitions between audio scenes- Created a manager handing music and ambient sound sources
Fragments of You (2022)
Sound Design | Music Composition | Arrangement | Mixing
"Fragments of You is a precision-platforming game with an emphasis on subtle storytelling. Throughout the game, the player becomes familiar with the various ways in which they may interact with the world around them, such as walking left and right, jumping up and down, and grappling onto points in the air. However, as the game progresses, the player character must sacrifice their own body parts in order to find the lost fragments of their companion."
My Contributions
- All audio design and music composition/production- Composed consistent melodic and textural motifs representing different characters in the game, which become appropriately transformed throughout the story.- Collaborated with programmers to implement audio- Created a system for teleporter audio reacting to the player by fading between three sound files for a buildup, impact, and release.
Dracomaton (2023)
Sound Lead | Sound Design | Music Composition | Audio Implementation| Design
"Dracomaton is a top-down roguelike about Eclipse, a small robot who awakens in an abandoned factory filled with corrupted training bots and the bones of ancient Dragon Gods. Fight your way to the top of the tower by utilizing and synergizing with various Forms, which change your entire arsenal of attacks on the fly!"
My Contributions
- Implemented SFX and Music using FMOD. Created a system which ducks lower priority SFX when higher priority sounds are playing. This helps add impact to powerful player abilities, and cleans up the soundscape to draw focus on important information.- Created a priority system where more dangerous enemies have their high frequencies automatically attenuated less by distance. This makes it much easier to hear important combat information, while still allowing less important information to easily be heard.- Created a consistent system for enemy sound design, where a consistent sound source and effect chain is used for all enemy sounds. This system is changed in subtle but important ways for each different enemy, allowing them to feel distinct and readable while still making them feel sonically consistent.
Hex Harmonia (2022)
Sound Design | Music Composition | Mixing | Audio Implementation
"Quiet your heart and listen and wait,the hexagon has games it wants you to play."
My Contributions
- Synthesized a variety of sound effects using a limited amount of sources using WWise- Created a system for spatial audio in a 3D space- Composed a series of audio layers which can be dynamically added in any order- Collaborated with programmers to introduce them to interfacing with WWise in game engines