I’m an Audio Designer with experience developing a wide variety of titles across multiple genres at
Surgent Studios including: The Narrative driven metroid-vania Tales of Kenzera: Zau,
The first person horror FMV game Dead Take and the slapstick sci-fi co-op game
Fix Force.
Across these projects I led the design and implementation of many key audio features,
including: cinematics, foley, combat, enemies, dialogue, physics objects, UI, haptics, music
implementation, mixing and more. I worked with both Wwise and metasounds in Unreal and I always look
forward to learning more.
In my free time I like to read, cycle, make lo-fi indie folk music.
Fix Force is a sci-fi co-op game released in 2026.
I designed and implemented high-quality mix of sci-fi and slapstick assets, utilising Wwise Spacial
Audio, made with online multiplayer in mind.
Responsibilities included:
- UI
- Enemies
- Machinery
- Dialogue
- Interactables
- Final Mix
Steam Store Page
Dead Take is a BAFTA Nominated first-person horror FMV game released in 2025.
Over 5 months I designed/edited audio and dialogue for over an hour of animated and live action
cinematics.
Along with impactful horror assets, I designed UI, foley and interactables.
I implemented both audio and music, utilising Wwise Spacial Audio for a truley immersive
experience.
Responsibilities included:
- UI
- Foley
- Interactables
- Dialogue
- Cinematics
- Music Implementation
Steam Store Page
Tales of Kenzera: Zau is a BAFTA Award-winning narrative-driven metroid-vania game released in 2024.
As part of a 3 person audio team I designed, edited and implemented a wide range of stylised fantasy
assets including; enemies, gameplay objects, foley and haptics.
Collaborating closely with other departments, I Prototyped systems, maintained extensive
documentation,
and assisted with profiling, optimization, QA play-tests, bug tracking
Responsibilities included:
- Foley
- Enemies
- Gameplay Objects
- Haptics
- Cinematics
- Attacks
Steam Store Page
Across three projects much of my work has utilised Wwise intergrated with UE5,
I've implemented and designed complex dynamic audio systems using blueprints, recently I've
been
learning to
work with spacial audio and the Impacter plugin.
I also have experience implementing
using UE's MetaSounds.
Primarily I work in Reaper, using NVK workflow along with custom scripts I develop
I've also begun learning Godot in personal projects.