Over a decade of published credits spanning AAA shooters, fighting games, VR experiences, and indie titles — delivered for studios including Epic Games, DICE, Valve, and NetherRealm Studios.
Map audio for the Star Wars Galactic Battle event — one of the largest licensed crossover events in Fortnite history. Ambient audio across a map transformed by the conflict between the Resistance and the Empire.
Audio level design for the return of the original Fortnite island — a unique challenge of honouring the authentic ambience players remembered whilst reimagining it with redesigned soundscapes throughout. Specific callouts include the Zero Point floating house at the centre of the island and the meteor cloud lightning FX — precise, distinctive audio moments that had to feel both familiar and entirely new.
World-building audio and implementation for Fortnite's first-person shooter mode, built natively within Unreal Editor for Fortnite. Platform-native experience directly transferable to UE6 pipeline architecture.
Map audio and additional sound design for Fortnite's Chapter 6 Season 2 Simpsons crossover. Environmental audio bringing Springfield's iconic world into the Fortnite map, alongside bespoke additional sound design for the season.
Foley editorial supervision on Valve's landmark VR title. Working in a VR-first audio context demands precision in spatial grounding — every footstep, material interaction, and physical gesture needs to hold up under full head-tracked immersion.
Additional sound design and dialogue editorial on DICE's WWI-era Battlefield entry. Contributing to the dense, atmospheric audio signature that defined the title's critically acclaimed audio presentation.
Localisation dialogue editing and mixing for DICE's open-world parkour title. Managing regional audio pipelines across multiple languages while maintaining performance consistency and mix integrity throughout.
Sound design for Studio MDHR's acclaimed 1930s cartoon-style run-and-gun. Crafting stylised SFX faithful to the hand-drawn animation aesthetic — every hit and projectile in the dragon level boss encounter grounded in the era's exaggerated sonic language.
Environmental and world-building audio for Neon Giant's cyberpunk action RPG. Building the oppressive, industrial sonic atmosphere of the Veles megacorp cityscape — dense, layered, and relentlessly immersive. Also responsible for UI sound design and scripting the audio events for the game's UI system.
Audio systems design for Sanzuru's VR superhero action title featuring the Marvel roster. Building the power fantasy audio — the visceral impact, energy signatures, and spatial presence that makes playing as a superhero feel convincing in VR.
VR spatial audio implementation for this licensed action title. Designing and implementing audio systems that hold up under the heightened physical presence and spatial awareness demands of virtual reality gameplay.
Full dialogue pipeline oversight for one of the best-selling fighting game franchises. Responsibilities covered session supervision, editorial pipeline management, and final delivery across a large cast of characters and localisation requirements.
Foley supervision for the cinematic sequences of NetherRealm's superhero fighting title. Co-ordinating with foley walkers and working with remote teams to deliver the highest quality foley across DC character encounters, cutscenes, and the game's signature story mode presentation.
Environmental audio for the Japanese folklore-inspired Oni Hunters map. Designing a layered ambient soundscape that blended natural, spiritual, and supernatural sonic elements across a culturally distinct new island.
Map audio for the Absolute Doom Marvel crossover season. Environmental audio across a map transformed by Doom's takeover — delivering the heavy, foreboding atmosphere of a world under supervillain occupation. Additional bespoke VFX audio for the Dr. Doom character — including the head explosion moment, designed as a precise one-shot audio event tied to a specific gameplay state.
Environmental audio for the Wrecked season's post-apocalyptic wasteland map state. Designing the dry, industrial, and vehicle-heavy sonic landscape of a flooded desert island dominated by car combat and chaos.
Full biome audio across the Myths & Mortals map — with the Hades Underworld biome a particular focus, delivering the oppressive, subterranean atmosphere of the Underworld from the ground up.
Map audio for the Underground season's new island, featuring the Train — a moving POI requiring dynamic ambient audio that responded to speed, environment, and player proximity in real time.
Environmental and world-building audio for the Wilds season — a dramatic map shift to dense jungle biomes and overgrown terrain. Designing the layered, organic soundscape of a reclaimed island where nature had taken over.
Environmental audio across the surrounding biomes of the MEGA season map, plus prop audio contributions within Mega City — delivering the tactile, detail-level sound work that grounds large-scale environments at a human scale.
Ambient and environmental audio for the Lawless season map. Building the sonic identity of new urban and industrial POIs within the UE5 pipeline, establishing audio patterns that carried through the Chapter 4 era.
Map audio for the first Fortnite chapter built entirely on Unreal Engine 5. A significant technical milestone — working within UE5's expanded audio architecture from the ground up on a brand new island with entirely new biomes and POIs.
Environmental audio for the Chrome-infected map state of the Paradise season. Designing new ambient layers for the spreading Chrome biome — a material with a distinct sonic character requiring new approaches to surface and propagation audio.
Ambient audio for the Vibin' season's lighter, summer-toned map state. Crafting soundscapes that supported the season's open, festival atmosphere while maintaining spatial clarity across the battle royale environment.
Environmental audio for the Resistance season's map, including the occupied IO base locations and frontline combat zones. Designing the tension and atmosphere of an island under siege.
Ambient audio across the Cubed map state, including the spreading cube corruption zones. Contributing to the Operation Sky Fire live event — one of the most ambitious audio moments of the Chapter 2 era.
Map audio for the alien invasion season, including bespoke VFX audio for the crash site electrical interference — the crackling, arcing electricity surrounding downed UFOs and scrambled IO technology. Environmental sound design across the season's new extraterrestrial POIs and biomes.
UI sound design for Epic's MOBA title — crafting the full suite of interface audio that players interact with across every session. Delivering functional, characterful UI audio within the Unreal Engine production pipeline.
Broad audio scope across Epic's co-op survival title — covering SFX delivery, ambient world-building, reverb and environmental audio creation, weapons, pickaxes, and emotes. Audio level design throughout, shaping the sonic identity of a living, reactive world from the ground up.
Seasonal Halloween event audio across the Chapter 2 Season 4 map. Designing distinct ambient states for the ghost revival mechanic — two sonic identities for living and shadow player states within a single map environment.
Ambient and environmental audio for the spy-themed map update. Delivering location-specific soundscapes across the season's new named POIs within the UE4 pipeline.
Six years of map audio design on one of the world's most played live-service games. Responsible for the environmental and spatial audio across Battle Royale map iterations, working within Unreal Engine 5 at production scale.
Full SFX design and audio implementation for Solar Sail's indie RPG, delivered via their bespoke proprietary audio systems in Unity. Demonstrating multi-engine experience on a title that shipped on Nintendo Switch — helping a small team punch well above their weight sonically.