Available to hire
Audio Director and Audio Lead with 5+ years in game development and deep experience in music composition and technical sound design. I guide audio from creative concept through in-engine delivery—building readable combat feedback, immersive ambience/foley, and gameplay-driven interactive music.
I’m hands-on in Unreal Engine 5 (and Unity) using systems like MetaSounds and Quartz, and I collaborate across design, engineering, animation, VFX, QA, and production to ensure audio supports pacing, player clarity, and technical constraints—while also directing and coordinating external music contributors.
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Work Experience
Audio Director / Gameplay Systems Designer at Unfound Productions
March 1, 2023 - PresentOwned audio direction and hands-on implementation for a third-person cooperative action RPG. Covered combat feedback, spell audio, enemy readability, ambience, UI audio, dynamic music, and player clarity. Composed/produced/arranged original music and directed gameplay, combat, ambience, and trailer audio with emphasis on emotional tone and player momentum. Designed gameplay-driven audio systems in Unreal Engine 5 using MetaSounds, Quartz, Blueprint logic, Gameplay Cues, attenuation, state-based behavior, and Gameplay Ability System events. Built dynamic layered music systems with intensity layering, swappable melodic layers, combat drum layers, transition behaviors, ending stingers, and gameplay-triggered musical events. Created and implemented SFX for spells, weapons, creatures, enemies, healing, hazards, traversal, pickups, and combat/UI events. Led composer collaboration through documentation (tempo, bars, theme goals, instrumentation, intensity structure, and transition rules) and
Senior VR QA Engineer at Meta / Experis
May 1, 2022 - December 1, 2022Tested VR experiences and interactive features for Oculus hardware with a focus on usability, polish, performance, bug reproduction, and user-facing quality. Logged and tracked bugs across cross-functional teams with structured QA processes and technical clarity. Evaluated immersive experiences with emphasis on player comfort, sensory feedback timing, interaction clarity, and overall experience quality. Collaborated with developers, artists, and production stakeholders to improve feature stability and end-user experience.
VR Audio Designer / 3D Artist at PuzzleFox
October 1, 2021 - May 1, 2022Created and implemented audio for VR experiences, supporting interactive sound design, environmental feedback, and immersive user interactions. Designed spatial sound effects where timing, clarity, and player orientation were critical. Supported 3D art and assets using Blender and Maya, contributing to audio and visual implementation pipelines. Delivered polished interactive experiences across disciplines under production constraints.
Sound Designer / QA Artist at Whitethorn Digital
May 1, 2021 - October 1, 2021Contributed sound design, QA support, and production feedback for indie game projects published under Whitethorn Digital, including work connected to Princess Farmer and Newt One. Created and reviewed audio assets with attention to tone, player feedback, mix clarity, and emotional impact. Supported QA testing, bug reporting, and production review for shipped indie content. Collaborated with development teams to improve game feel, usability, and presentation quality.
Composer / Producer (Independent) at Independent Music Composition and Production
January 1, 2018 - PresentCompose, arrange, and produce original music across a range of genres and tones. Provide music direction from creative references to final arrangement and production by translating mood/theme goals into practical musical decisions. Use FL Studio as a primary production environment for composition, arrangement, editing, sound selection, and production workflows.
Composer / Producer
January 1, 2018 - PresentComposed, arranged, and produced original music across a range of genres and tones. Provided music direction from references through final arrangement and production by translating high-level tone into practical musical choices. Used FL Studio for composition, arrangement, editing, sound selection, and final production workflows.
Education
Bachelor of Science (Double Major) at Augsburg University
January 1, 2018 - January 1, 2022Bachelor of Science (Double Major: Game Design and New Media) at Augsburg University
January 1, 2018 - December 31, 2022Qualifications
Industry Experience
Gaming, Media & Entertainment, Software & Internet
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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