Sound that reacts.
Sound design, game audio implementation, and electronic music production.
Audio tools
The Story
I've produced electronic music as Nocean for over a decade. That background carries into my work with sound design, game audio, and interactive systems.
Sound Redesigns
Audio rebuilt from scratch for game and animation footage.
Black Myth: Wukong
Complete audio redesign of gameplay footage from Black Myth: Wukong, created as part of my Professional Certificate in Game Audio at Berklee.
The Last of Us
Full sound redesign of gameplay footage from The Last of Us, showcasing environmental audio, combat sounds, and atmospheric design.
AZUREUS: The Animated Series
Audio redesign for a scene from "AZUREUS: The Animated Series" by Black Sun Entertainment, featuring creature sounds, environmental audio, and cinematic sound design.
Audio Implementations
Middleware integration, adaptive music systems, and physics-driven sound.
Stealth Unity Game
Complete audio implementation for a stealth-based Unity game using Wwise. Features dynamic music systems, enemy awareness states, and environmental audio triggers.
Marble Game
Original marble game audio implementation using FMOD. Includes physics-based audio reactions, surface material variations, and dynamic sound effects.
Toolkit
My toolkit spans synthesis (Serum, Vital, FM8), middleware (Wwise, FMOD), DAWs (Pro Tools, Ableton Live, Logic Pro), and game engines (Unity). I think about sound the way I think about code: modular, reactive, and always in service of the experience.
Listen to Nocean
A selection of tracks and sound design work from my years producing electronic music.
Listen on SoundCloud