
Sky: Children of the Light
thatgamecompany
Sound Design/Technical Audio Design
I currently work at thatgamecompany as an Audio Designer for Sky!
I touch pretty much all facets of the game's audio in my role: I design sounds that range from ethereal magic spells to silly cartoon emotes, I work deep with FMOD and our engine to integrate and program audio playback, and I also develop new audio tools and systems for the team with C++

Lynked: Banner of the Spark
Fuzzy Bot
Sound Design/Technical Audio Design
I designed and implemented sounds for interactables, enemies, traps, and bosses - including the final boss of the game!
I also created a multiband dynamic EQ mixing system in Wwise. It allowed us to achieve a clean mix by ducking specific frequencies of the music based on the content of the more impactful sound effects, making sure players can hear important enemy cues in a transparent way

Apex Rush
Hazardous Games
Sound Design/Technical Audio Design
From car engine loops to collision sounds, I've breathed life into every facet of the game's vehicles, making the car audio immersive and reactive to player input
On the technical side, I built a dynamic car engine audio playback system in Unreal Engine 5 from scratch with MetaSounds, with all the needed frills like a procedural rev limiter and real-time synthesized turbo whines

Rocket League
Psyonix
Sound Design/Audio Programming
I designed and implemented sounds for several boosts, goal explosions, car engines, and trailers, including the flagship Porsche 911 engine for season 12
I also designed the audio for season 11 flagship map, Estádio Vida, and produced some groovy Brazilian samba music for the arena's goal replays
On top of that I also developed a proprietary Wwise plugin in C++ made to enhance the mix of core gameplay sounds

Monopoly Match
BeeMatch
Sound Design
I worked with Serial Lab Sound to provide additional sound design for Monopoly Match, creating cute and cartoony gameplay and UI sounds

Re:Awaken
Bloo Owl
Sound Design/Technical Audio Design
I designed juicy anime sounds for all facets of the game
On the technical side I handled the audio integration and C# scripting between Unity and FMOD to deliver an action packed experience with a clear mix

STARWEAVE
Rachel Geng
Audio Director
I lead a team of 7 composers and sound designers as the Audio Director of STARWEAVE
On the audio side, I've worked extensively with Wwise and Unity to bring the game's audio vision to life, designing sound effects and implementing dynamic audio systems in Unity with C#
On the collaboration side, I've managed the production of over 1200 audio assets, established communication pipelines with other departments, and lead a cross-disciplinary team to design and implement the dialogue playback system

A Taste of the Past
Sondering Studio
Sound Design/Music
I worked on Sondering Studio's debut title being responsible for all of the audio design, music, and implementation in Unity
After release, the studio got picked up by the ID@Xbox program to fund their next project, which I also worked on establishing the creative and technical audio pillars

QUASE TUDO NO SEU LUGAR
ROSABEGE
Programmer/Sound Designer
QUASE TUDO NO SEU LUGAR is a web and mobile game developed by me and Pedro Sodré in partnership with Brazilian band ROSABEGE. The game is a tie-in to their video clip for the homonymous single
**You can play the whole game in the window to the left!**
Me and Pedro shared the overall game design duties (inspired by a Newgrounds game called .Dots.). I did the programming, Pedro did the 3D models. Each member of the band created remixes of the song that are played on each level. I then created sfx using only material from the song's stems









