About
About me

I'm a UK-based Sound Designer with over six years of professional experience working across AAA, AA and live-service games, with credits including Fortnite, Silent Hill 2, Cuphead and The Ascent.
My work spans the game-audio pipeline, from field recording, Foley and original sound creation through to implementation, in-engine iteration and final delivery. I've worked across everything from creatures, characters and combat to interactive gameplay systems and atmospheric environments.
I'm particularly passionate about creating distinctive sounds that bring characters and worlds to life, combining creative sound design with a strong understanding of the technical demands of game development.
My background in music production and performance also informs my approach to sound design, particularly when it comes to timing, dynamics, tone and storytelling.
Skills and expertise
Creative sound design
- Game sound design
- Creature and character sound design
- Weapons, combat and abilities
- Environmental audio and ambience
- UI and interactive audio
- Field recording and Foley
- Synthesis and original sound creation
Technical audio and production
- Sound design implementation
- Unreal Engine audio workflows
- Interactive and systemic audio
- Audio editing, mixing and delivery
- In-engine iteration and optimisation
Production and collaboration
- AAA and AA game development
- Live-service production
- Co-development and outsourcing
- Cross-disciplinary collaboration
- Client communication and feedback
- Version control and production pipelines
Tools and technology
Game engines and implementation
- Unreal Engine 5
- Unreal Editor for FortniteUEFN
- Blueprints
- MetaSounds
- Sound Cues
- WwiseWorking familiarity
Audio production
- Reaper
- Pro Tools
- Logic Pro
- Soundminer
- iZotope RX
Version control and production
- Perforce
- Jira-style task tracking
- Remote development workflows