Project Breakdowns
(Click bottom right of each video to mute/unmute)

Dash Ability
The different layers I used to create the "Dash" ability sound effect in Duck Paradox.
Duck Alarm
Breakdown of the alarm that plays when the time machine is activating in Duck Paradox.

Target Break
The physical and textural elements of the Target break sound from Duck Paradox.

Time Machine Suction Loop
The use of a shepard tone in the "suction" loop that plays when the time machine is activated in Duck Paradox.

Hand Demon Voice Layers
Vocal effect I designed for an abridged parody of Demon Slayer. The Hand Demon is a grotesque monster with a tangle of arms that has consumed many people, so I wanted his voice to represent the echos of his victims, and whenever he spoke I wanted the listener to feel like they were being haunted from all sides, as if one voice spoke from many sources.
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So I created a cushion of multiple voices saying the same line underneath the dialogue. One was centered with a touch of echo added, and two more panned hard left and right, recorded at a whisper. The words underneath are all read separately (instead of copy and pasting the VA’s recording) to maximize variety.
(Note: These effects are more obvious when listening with headphones)

Flashbang
A flashbang sound I designed for Keyword 2: Nightfall

Merchant Stall
Sounds I designed for the Merchant Stall unit in Tales of Valoris

Coil Gun Case
A coil gun case opening sequence for Keyword 2: Nightfall

Golem Summon
The golem summoning sequence in Tales of Valoris

Arnkor Powerup
Sounds I designed Arnkor, the first boss in Tales of Valoris

Small Source Sound
Using a single small source sound to create a more intricate final sound using processing chains

Vocal Modulation
Some examples of vocal effect processing in Logic Pro X.

Fire Spell
Designing sound for a fire spell visual (courtesy of VFX artist Chris Sayers) using only original source recordings.

Sketchfab Gun Re-design
Recording and designing sound from scratch for a sketchfab gun animation by Haydn Cooper

Overwatch Re-design
A re-design of a clip of Overwatch's Brigitte using original source recordings and library audio.

Spit Plant Re-design
Video game sound replacement using Wwise + Unity

Box Fan Portal Sound
Creating a portal "shimmer" loop using just a box fan source and processing chains, implemented into Unreal Engine 5.

Halo Infinite Trailer Re-design
A breakdown of how I organized the layers of this re-design based on distance/focus- starting with Atmosphere/distant backgrounds, then adding closer backgrounds, foley, and finally special effects and foreground sounds.
Berlin International Film Scoring Competition
2021 Submission (Sound Design)
Breakdown of my submission to the 2021 competition, consisting of removing and re-adding all sounds to the 4 minute short film Genesis.
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The competition allowed me to experiment with creating sounds typical of the sci fi genre, including vehicles, robotics, creatures, and energy SFX.
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My full redesign of the film can be found here
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Above: the first scene of the film, broken into atmosphere and SFX/Foley layers
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Left: the lizard and robot characters in the film meeting for the first time. From a sound design standpoint, an interesting juxtaposition of organic and artificial.

A track breakdown of a short clip by Toon. I expanded the initial piano sketch using EastWest orchestral plugins, and added sound effects/foley.