Demo Reel

Credits

Credit 1 Jr Audio Designer
2022-2024
Credit 1 Audio Designer
2025
Something New Audio Designer
2025-Present

About Me

I’m an Audio Designer with experience developing a wide variety of titles across multiple genres at Surgent Studios including: The Narrative driven metroid-vania Tales of Kenzera: Zau, The first person horror FMV game Dead Take and the slapstick sci-fi co-op game Fix Force.

Across these projects I led the design and implementation of many key audio features, including: cinematics, foley, combat, enemies, dialogue, physics objects, UI, haptics, music implementation, mixing and more. I worked with both Wwise and metasounds in Unreal and I always look forward to learning more.

In my free time I like to read, cycle, make lo-fi indie folk music.

Fix Force

Fix Force is a sci-fi co-op game released in 2026.

I designed and implemented high-quality mix of sci-fi and slapstick assets, utilising Wwise Spacial Audio, made with online multiplayer in mind. Including:

UI, Enemies, Machinery, Dialogue, Interactables and the final mix.

Dead Take

Dead Take is a first-person horror FMV game released in 2025.

Over 5 months I designed/edited audio and dialogue for over an hour of animated and live action cinematics.

Along with impactful horror assets, I designed UI, foley and interactables.

I implemented both audio and music, utilising Wwise spacial audio for a truley immersive experience.

Tales of Kenzera: Zau (PC, Current Gen, Switch)

Tales of Kenzera: Zau is a narrative-driven metroid-vania game released in 2024.

As part of a 3 person audio team I designed, edited and implemented a wide range of stylised fantasy assets including; enemies, gameplay objects, foley and haptics.

Collaborating closely with other departments, I Prototyped systems, maintained extensive documentation, and assisted with profiling, optimization, QA play-tests, bug tracking

Skills

Across three projects, I've implemented audio independently in engine using blueprints, from simple event hooks to complex dynamic audio systems. I've also begun learning Godot in personal projects.

Along with Unreal, much of my work has revolved around Wwise. Intergrating with UE, profiling and implementing assets. Recently I've been learning to work with spacial audio and the Impacter plugin

I work primarily in Reaper, using NVK workflow along with some custom scripts I develop to help improve my workflow, some of which can be found below

Sound Libraries

Recently I've been working on recording sound libraries, a selection of which can be found below:

Typewriter Library

Type Writer

DJ Scratches

DJ Scratches

Mini Metal

Mini Metal

Portfolio