Game Audio & Interactive Sound
I design and implement interactive audio systems using synthesis, sampling, and middleware like Wwise and FMOD.
The Story
For more than a decade, I produced electronic music under the name Nocean, shaping synths, layering textures, and building tracks that lived somewhere between ambient and experimental. Music taught me how sound shapes emotion, how a filter sweep can build tension, how silence can hit harder than a drop.
Eventually I wanted to build more than beats. I wanted the sounds to respond, to react, to be part of something interactive. That's what pulled me into game audio and sound design. The idea that a sound isn't just heard, it's felt, and it changes based on what the player does.
Sound Redesigns
Complete audio redesigns of existing game and animation footage. stripping the original audio and rebuilding every layer from scratch.
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. Completed during my Berklee Professional Certificate program.
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
Game audio built from the ground up. Middleware integration, adaptive music systems, and physics-driven sound.
Stealth Unity Game
Complete audio implementation for a stealth-based Unity game using Wwise middleware. Features dynamic music systems, enemy awareness states, and environmental audio triggers.
Marble Game
Original marble game audio implementation using FMOD middleware. Includes physics-based audio reactions, surface material variations, and dynamic sound effects.
What I Work With
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
A selection of tracks and sound design work from my years producing electronic music as Nocean.
Listen on SoundCloud →