
Scavland
Lead Sound Designer on Scavland, responsible for the complete audio experience. I design and implement all sound effects and music using FMOD and Unity, covering weapons systems, adaptive ambiences, looting, UI feedback, creature audio, and music integration, ensuring a cohesive and immersive player experience.

Weapons
Designed and implemented impactful, readable weapon audio using FMOD and Unity, focusing on feedback, weight, and clarity. Systems include firing, reloads, handling, and environmental interaction, all tuned to support gameplay responsiveness and player awareness.

Creatures
Created creature audio from the ground up, including vocalisations, movement, attacks, and ambient behaviours. Emphasis on personality, threat readability, and spatial presence, with adaptive systems that respond dynamically to player distance and state

Looting
Designed tactile looting sounds that reinforce reward and material identity. Audio feedback was carefully balanced to remain satisfying without breaking immersion, integrating seamlessly with UI and world interactions
