Welcome to My Page!
Heyo! I’m a and with a passion for creating immersive, expressive experiences through sound.
I’m driven by curiosity and creativity, always exploring how audio can enhance gameplay, storytelling, and player immersion. Whether I’m designing sound assets, implementing interactive audio systems, or experimenting with new techniques, I enjoy pushing creative boundaries while maintaining a strong technical focus.
My journey into game audio began in college, where I studied Games Design (2018–2021). During this time, a dedicated sound design for games module sparked my interest in audio. It introduced me to game engines for the first time and inspired me to start developing both my technical and creative audio skills independently.
later I continued my studies at Teesside University, where I earned a BSc in Music Technology with First Class Honours (2021–2024). During my degree, I developed a strong foundation in digital audio workstations and applied audio design for games. I worked extensively with game audio workflows, sound design, mixing, and implementation techniques, further refining my approach to interactive audio.
Here you’ll find examples of my projects, experiments, and ongoing work as I continue to grow and refine my skills. I’m always open to learning, collaborating, and exploring new ideas, and I regularly update this space with new projects.
Favourite Audio In Games
Alan Wake (Remedy Entertainment) Ambience
Red Dead Redemption 2 (Rockstar Games) Foley
Elden Ring (FromSoftware Inc) Combat SFX
It Takes Two (Hazelight Studios) Intractability
Psychonauts (Double Fine Productions) Composition
Michael Perry
Junior Technical Audio Designer
Sound Engineer









Reaper
Reaper is my primary DAW for sound design, editing, and asset preparation for games. I use it to create clean, well-organised audio ready for implementation, with efficiency and flexibility at the core of my workflow.

ProTools
Pro Tools is my secondary DAW, used for detailed audio editing, session compatibility, and industry-standard workflows when required for collaboration or delivery.

Filmora
I use Filmora to edit and present audio-focused showreels and redesigns, ensuring clean pacing, clear sync, and a final polish that showcases sound design effectively and professionally.
Unreal Engine

Unreal Engine is where I bring interactive audio into the gameplay loop, implementing responsive sound systems that enhance immersion and support moment-to-moment player experience.

Unity
I use Unity as the backbone for implementing interactive game audio, integrating sound seamlessly with gameplay systems. From real-time parameter control to event-driven audio, I ensure sound design feels responsive, intentional, and alive in-engine.

FMOD
I use FMOD to design and implement interactive audio systems for games, creating responsive soundscapes through events, parameters, and real-time control that adapt naturally to gameplay.
Wwise

I use Wwise to design and integrate advanced systems into game engines such as Unreal Engine using events and RTCP'S
Companies that I have had the pleasure of working for!









