Apex Legends
I had a blast working as an Audio Artist II at Respawn Entertainment on Apex, check out the highlights of my contributions to the game as well as an in-depth breakdown of my responsibilities below!
Designed in Reaper and implemented audio for multiple weapons, gameplay features, and UI elements.
Shipped seasons 22-25 and pushed 200 changes in less than a year, the first just weeks after starting.
Learned Apex’s audio middleware Miles and Source engine animation tagging tools.
Recorded foley for the newest Legend, Sparrow, with WB foley artists, edited and implemented those recordings bringing them to life in game.
Updated multiple scripts to call events in-game.
Learned Apex’s proprietary level editing software in order to refactor audio on various maps for better efficiency, designed and implemented reverb zones, SFX emitters, and ambient beds.
Tracked takes in VO recording sessions, edited and processed that VO for use in game.
Designed and implemented audio for more than 20 different emotes, finishers, character intros, skins and more.
Took part in weekly playtests and design discussions with other teams in order to foster more cross-department collaboration and communication
Brinkmanship
My graduate thesis game, Brinkmanship, was published on Steam in 2024 and was part of the 2026 NarraScope Showcase, nominator for best narrative.
I set up the game’s Wwise project and integrated it with Unity, teaching a 4 person sound team how to use the middleware and push their own changes.
Brinkmanship features 8 fully voice-acted characters and over 1,000 lines of branching dialogue. Depending on your choices there are three core endings, with dozens of character endings in each.
I did a majority of the audio scripting, all in C#, implementing all the SFX, VO, and music in addition to cutting the trailer above.
Project Disciple
Project Disciple is a mobile resource management and base building game built in Unreal Engine 5.
For this project I relied entirely on Metasounds, using Unreal’s built-in audio playback and mixing toolset. I’d never done much audio on mobile before so it was a lot of fun to learn tons of new systems at once!
Check out the reel below to have a listen, and have a look at the video to the right to see one of the metasounds in action.
Last Flag
As a sound designer on Interleave Creative’s roster I was lucky enough to work with Night Street Games on their debut title, Last Flag. While the engagement was limited, I was onboarded and pushing changes just two days after starting the job. Last Flag’s style was very cartoonish and over the top, not a direction I had a lot of familiarity with, but I had a blast combining classic comedy SFX with Last Flag’s own funk-infused sci-fi aesthetics. Check out the highlights below!
Sound design and implementation in Unreal 5 and Wwise for multiplayer shooter
Finisher animation covereage
Ability SFX
Debugging map audio sources and ambient audio volumes
Participated in daily audio team meetings to provide updates and feedback on other audio elements in the game
Canyons
Check it out! Skip around!
I had a lot of fun with the sound design for Canyons. It’s got lots of fun immersive elements like:
Deeply layered audio for the player’s ship that allows it to change as you upgrade it
Day/night sound-cycle
Smoothly crossfading ambient tracks at sundown and sunrise for the over-world and in town
A variety of stingers (coyotes, wind gusts, etc) specific to the time of day
Unique voices for each character
Full suite of SFX for each UI interaction
Dynamic music
And lots of gameplay-related SFX throughout!
Mirror Tornado
An experimental exercise in Unreal 5 that was designed to reflect a very particular emotion; something loud and quiet, fast and slow, sharp and smooth.
The in-engine screenshot here shows the overall setup: the volumes selected are audio emitters and their respective falloff distances, each arranged around a reflective water surface. The white ring around the pond is the camera rig rail on which the camera travels in a loop, getting closer to and further away from the audio sources, mixing them in real-time based on proximity. The tornado itself is a niagara system spinning in the opposite direction of the camera’s travel.
The audio I selected reflects some of the emotions I was trying to get at, but also mirrors what was playing in my head at the time: 100 Gecs, Antonio Sanchez's Birdman soundtrack, Dead Leaves and the Dirty Ground by the White Stripes (just the feedback at the beginning), some cicadas, a few crickets, and Man of Oil by Animal Collective which smooths over the whole experience as it fades in and out.
I admit it’s a little strange, but it felt great to successfully get something so abstract out of my head and into an engine.
Men In Black: International Re-Design
Below is a redesign I made of some clips from MiB: International. It was great practice making some awesome sci-fi weaponry SFX mixed in with some truly strange and otherworldly textures.
I’ve also included one of my favorite bits pulled out as a standalone audio file. The rocket and its impact were tons of fun to dial in. To the right is a peek at just some of the layers involved. Give em a listen!
Radio Exurbia
An Unreal 5 game, Radio Exurbia is a driving exploration game where players can swap at any time between two separate levels.
I designed and implemented all audio using Wwise and the granular audio plugin Rev2, with a license for the latter software provided for free by Crankcase Audio.
I also collaborated closely with composers from Berklee College of Music for the game’s original soundtrack.
The Divine Cove
The Divine Cove is a linear audio drama about youthful optimism in a crumbling world.
For this project I did a bit of voice work, focusing on editing and clarity while also building out a sense of space and narrative coherence.
Space Truckers
Right here is a short audio drama I made in the Fall of 2021, for which I also recorded all the voices…for better and for worse.
A few years ago I also hosted and produced 22 episodes of a podcast called Make Play where I interviewed indie developers about what they were making and playing, you can check that out here!