Sound Designer and Game Audio specialist with a background spanning interactive media, broadcast audio post-production, spatial audio, and live engineering. Trained at Berklee in Game Audio Design & Production, and experienced with Wwise and FMOD asset structures plus in-engine iteration loops across Unity and Unreal contexts.
A hardware-based electronic music producer and performer with 10+ years of live practice. Currently creating game audio assets for Tunning Pop while continuing freelance sound design across games, advertising, and media—bringing a detail-oriented, session-ready delivery mindset to every project.
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Built original SFX libraries and ambient soundscapes from scratch for interactive and media projects, covering UI
audio, environmental layers, and tonal textures across multiple sessions.Placed, timed, and balanced audio assets within production timelines, iterating with creative leads until each cue sat
correctly in the mix.
– Managed incoming audio from licensed sound libraries — evaluating, editing, and reformatting files to meet
platform-specific codec and loudness specs before handing off to implementation.
– Delivered all audio in session-ready formats on a rolling production schedule, maintaining version control and
session organization across shared project directories.
– Applied spatial audio and psychoacoustic principles to differentiate foreground and background elements across
each soundscape.
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