Drone Racing League Simulator
DRL Studios | USAFComposition | Wwise Implementation
Formula 1: Pack Rivals 2019
Avid Games | Formula 1Sound Design
Laser Disco Defenders
Out of Bounds | Excalibur GamesSound Design | Unity Implementation
2018 Showreel
DMC² AudioVideo Showreel Production
'Sounds Like Trouble
DMC² Audio ShowreelSound Design | Voiceover | Video Production
Sound Design From The Sofa
Krotos AudioSound Design | Implementation | Video Production
City of The Shroud
Abyssal ArtsSound Design |Unity Implementation
Battletrax
Unreal Engine 4 + FMOD DemoSound Design | Implementation | Composition
Angry-Bots: Remix
DMC² AudioSound Design | Unity | Composition
Electroswing Remixes
Dan Dare | London Swing OrchestraRemix Production
Hot Wheels iD
Mattel | Electric SquareSound Design | FMOD Implementation
Dark Future: Blood Red States
Auroch Digital | Games WorkshopSound Design
Attack of The Spooklings
Picaro GamesSound Design
Time To Leave...
Unreal Engine 4 + FMOD DemoSound Design | Implementation | Composition
Bleeding Fingers Contest
Bleeding Fingers | DMC² AudioComposition
Cards, The Universe & Everything
Avid GamesSound Design
Hen's Revenge
Okpo GamesSound Design | Composition
3 Demo Tracks
DMC² AudioMusic Production
Baggage Reclaim
Team PhoenixSound Design

Implementation
I have worked on several commercial Unity and Unreal projects using FMOD and Master Audio middleware as well as the native audio mixers. I have learned Wwise but have yet to work with it in a commercial project
I believe deeply in using sound to enhance the player experience, not just create an ambience, so love working directly with the Code Team or alongside a dedicated Audio Coder to push the boundaries for what audio can do to engage the player.

Sound Design
Creating great sound effects is only one part of great sound design, though. Understanding how those sounds fit into their environment and what this does for the player is critical to making in-game audio work.
Working through asset lists is still a vital stage in the process, but the remit for Sound Design is far wider than that, which is why I work with clients to develop a complete strategy for audio. Starting with mood-boarding and concepts, sourcing and recording source material/dialogue, offline asset production, and finally implementation and mixing.

Recording
I have directed voice talent both remotely and in-studio and know what it takes to get the best performance out of people, not to mention the best results out of the performance.
Finally, I provide post-processing and restoration services using the latest software to make sure everything sounds crystal clear and noise free.
Platforms
- Unreal Engine 4 (Blueprints)
- Unity 5 (Audio Mixer)
- FMOD Studio
- Wwise
- REV
Audio Software
- Bitwig
- Logic
- Pro Tools
- Audition
- Izotope RX & Neutron
- Kontakt, Massive & many more plugins
Services
- Sound design
- In-game implementation
- Foley & field recording
- Audio restoration & post production
- Dialogue recording & editing
- Voiceovers
Drone Racing League Simulator
DRL Studios | USAFComposition | Wwise Implementation
Formula 1: Pack Rivals 2019
Avid Games | Formula 1Sound Design
Laser Disco Defenders
Out of Bounds | Excalibur GamesSound Design | Unity Implementation
2018 Showreel
DMC² AudioVideo Showreel Production
'Sounds Like Trouble
DMC² Audio ShowreelSound Design | Voiceover | Video Production
Sound Design From The Sofa
Krotos AudioSound Design | Implementation | Video Production
City of The Shroud
Abyssal ArtsSound Design |Unity Implementation
Battletrax
Unreal Engine 4 + FMOD DemoSound Design | Implementation | Composition
Angry-Bots: Remix
DMC² AudioSound Design | Unity | Composition
Electroswing Remixes
Dan Dare | London Swing OrchestraRemix Production
Hot Wheels iD
Mattel | Electric SquareSound Design | FMOD Implementation
Dark Future: Blood Red States
Auroch Digital | Games WorkshopSound Design
Attack of The Spooklings
Picaro GamesSound Design
Time To Leave...
Unreal Engine 4 + FMOD DemoSound Design | Implementation | Composition
Bleeding Fingers Contest
Bleeding Fingers | DMC² AudioComposition
Cards, The Universe & Everything
Avid GamesSound Design
Hen's Revenge
Okpo GamesSound Design | Composition
3 Demo Tracks
DMC² AudioMusic Production
Baggage Reclaim
Team PhoenixSound Design

Sound Design
Creating great sound effects is only one part of great sound design, though. Understanding how those sounds fit into their environment and what this does for the player is critical to making in-game audio work.
Working through asset lists is still a vital stage in the process, but the remit for Sound Design is far wider than that, which is why I work with clients to develop a complete strategy for audio. Starting with mood-boarding and concepts, sourcing and recording source material/dialogue, offline asset production, and finally implementation and mixing.
Software
- Bitwig
- Logic
- Pro Tools
- Audition
- Izotope RX & Neutron
- Kontakt, Massive & many more plugins

Recording
I have directed voice talent both remotely and in-studio and know what it takes to get the best performance out of people, not to mention the best results out of the performance.
Finally, I provide post-processing and restoration services using the latest software to make sure everything sounds crystal clear and noise free.
Services
- Sound design
- In-game implementation
- Foley & field recording
- Audio restoration & post production
- Dialogue recording & direction
- Voiceovers

Implementation
I have worked on several commercial Unity and Unreal projects using FMOD and Master Audio middleware as well as the native audio mixers. I have learned Wwise but have yet to work with it in a commercial project
I believe deeply in using sound to enhance the player experience, not just create an ambience, so love working directly with the Code Team or alongside a dedicated Audio Coder to push the boundaries for what audio can do to engage the player.
Platforms
- Unreal Engine 4 (Blueprints)
- Unity 5 (Audio Mixer)
- FMOD Studio
- Wwise
- REV