Games that I have worked on as a composer, sound designer, audio engineer, or all of the above.
Gelatinous Cat Games
Credits: Composer, Sound Designer, Voice Production, Audio Implementation
Carving with Care is a cozy, narrative woodcarving game set in a small fantasy fishing village. I did all music and sound for this game. There were a total of 9 music cues for the soundtrack with a folk post-rock aesthetic, blending folk and electric guitars with Ghibli-style fantasy. I created and recorded all sounds for this game to create a meditative narrative experience, heavily utilizing foley recording to create a satisfying experience grounded in the meditative atmosphere of a woodworking shop. I also handled voiceover production and design, and worked closely with the narrative and VO teams, and doing all voice design/production.
Additionally, I implemented and mixed all audio in FMOD, and worked with the engineers to design the audio system in C#.
Splendid Dog Games
Credits: Composer
Fishtronomy is a relaxing puzzle game where the soundtrack takes you on an ambient journey through outer space, with a touch of lofi flair. Inspired by the work of Brian Eno and Vangelis, this soundtrack features generative ambient synths and the warm, sultry sound of the Moog to invoke a sense of serenity and wonder.
I composed and produced all 6 tracks in the soundtrack, and mixed and mastered them for use in the game, as promotional material, and for streaming release.
Splendid Dog Games
Credits: Composer
Fishtronomy is a relaxing puzzle game where the soundtrack takes you on an ambient journey through outer space, with a touch of lofi flair. Inspired by the work of Brian Eno and Vangelis, this soundtrack features generative ambient synths and the warm, sultry sound of the Moog to invoke a sense of serenity and wonder.
I composed and produced all 6 tracks in the soundtrack, and mixed and mastered them for use in the game, as promotional material, and for streaming release.
Team Bladesong
Credits: Audio Lead, Composer, Additional Sound Design, Audio Implementation
Bots N-BLOOM is a rogue-like mystery dungeon styled game set in a sci-fi, solarpunk world. I set the audio direction and worked alongside another sound designer to create a cohesive audio vision that fit the unique setting. We blended organic sounds with digital, using a blend of recorded sounds combined with synthesis and digital effects. My favorite contribution was designing the sounds for the final boss, combining a recorded performance of a voice actor wailing and sobbing, and passing it through a massive chain of digital effects to create a truly otherworldly robotic wail.
I composed all music cues for the soundtrack and gameplay events, blending instruments such as bamboo xylophones and hand percussion with a driving House/Glitch club beat to create a fusion of both organic nature sounds with electronic dance music.
I implemented and mixed all audio in FMOD, and worked with the team's systems/gameplay engineer to design the audio system in Unity C#, and also worked with our animator on adding sounds for animation events in Spine.
Team Bladesong
Credits: Composer, Sound Designer, Audio Implementation
Kenna's Climb is a platformer about a young girl climbing a mountain to save her people. I composed the soundtrack and created all sound design for this game. The music was an adaptive soundtrack, built on layers of music that dynamically became more confident and epic as Kenna climbed higher up the mountain, overcoming her fear of heights. I also implemented and mixed all audio using FMOD and Unity (C#).
Team Bladesong
Credits: Composer, Sound Designer, Audio Implementation
Kenna's Climb is a platformer about a young girl climbing a mountain to save her people. I composed the soundtrack and created all sound design for this game. The music was an adaptive soundtrack, built on layers of music that dynamically became more confident and epic as Kenna climbed higher up the mountain, overcoming her fear of heights. I also implemented and mixed all audio using FMOD and Unity (C#).
Credits: Composer, Sound Designer, Audio Implementation
Living Hotel is a management game about managing the front desk for an otherworldly living hotel. I composed and produced the spooky lofi soundtrack and created all sound design for it. My favorite part of this project was creating animal crossing-style dialogue sounds for ~10 different inter-dimensional creatures and 6 sentient objects, largely utilizing various forms of synthesis and sample manipulation. I also implemented and mixed all audio using FMOD and Unity (C#).
Cat Tale Games
Credits: Composer, Sound Designer, Voice Production/Design, Audio Implementation
Moving In and Moving On is a visual novel about a girl helping the spirits in a haunted mansion go to rest. I composed and produced the music -- a serene, Ghibli-styled soundtrack using synthesizers and piano. Additionally I created all the sounds and worked with our narrative designers and voice actors to define voice direction, and handled all dialogue editing and production.
I implemented all sounds by modifying the open source LineAudio library, and hooked them up using GameMaker Language (GML).
Cat Tale Games
Credits: Composer, Sound Designer, Voice Production/Design, Audio Implementation
Moving In and Moving On is a visual novel about a girl helping the spirits in a haunted mansion go to rest. I composed and produced the music -- a serene, Ghibli-styled soundtrack using synthesizers and piano. Additionally I created all the sounds and worked with our narrative designers and voice actors to define voice direction, and handled all dialogue editing and production.
I implemented all sounds by modifying the open source LineAudio library, and hooked them up using GameMaker Language (GML).
Music credits and projects that I have worked on outside of my own composition and soundtrack work.
Credits: Composer, Music Producer, Recording Engineer, Artist
A single that I collaborated on with hyperpop vocalist / producer (and good friend), Manic Year, and released with indie label Deus Ex Mania, featuring pop-style piano and string ensemble along with Manic Year's hyperpop vocals. I composed and mixed the instrumental, and recorded violinist Homer Hsu in the studio. I also am featured as the pianist in this track.