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.
Ambient and environmental audio for the spy-themed map update. Delivering location-specific soundscapes across the season's new named POIs within the UE4 and Wwise pipeline.
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.
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.
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.
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 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 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.
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.
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.
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.
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.
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. 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.
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.
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 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.
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 and the full Wwise pipeline at production scale.
Wwise integration and asset pipeline work for Epic's co-op survival title. Focused on SoundBank architecture, Blueprint AK node implementation, and maintaining consistency across a large and evolving audio asset library.
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.
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.
Sound design for the cinematic sequences of NetherRealm's superhero fighting title. Crafting high-impact audio for DC character encounters, cutscenes, and the game's signature story mode presentation.
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.
Additional sound design and dialogue editorial work on Epic's MOBA title. Contributing across a diverse hero roster with distinct audio identities, within the Unreal Engine production pipeline.
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.
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.
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.
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, projectile, and boss encounter grounded in the era's exaggerated sonic language.
Full audio implementation for Solar Sail's indie RPG — from asset integration to middleware pipeline setup. Delivering AAA-quality technical rigour to an independent production, helping a small team punch well above their weight sonically.