Games

I am dedicated to enhancing video games with high-quality audio. My current projects, which are nearing their release, showcase the impact of exceptional sound design. Add these games to your Wishlist on Steam to be the first to explore futuristic worlds, experience exciting adventures, and to hear the results of my work.

DARKFLOW

Sound Design and Implementaton

Unreal Engine 5 + Metasound

Mortal Void

Sound Design and Implementaton

Unreal Engine 5 + Wwise

Fear Is In The Mind

Nuendo

Music

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  • Showreel  - Music Composing
    • 23/3/25

    Showreel - Music Composing

    Experience the power of music that brings every moment to life! In this showreel, I demonstrate my ability to compose emotionally captivating soundtracks tailored for various projects.

  • Showreel - Technical Sound Design | Metasound, Wwise
    • 10/3/25

    Showreel - Technical Sound Design | Metasound, Wwise

    This showreel presents my work in sound design and audio implementation for commercial games Darkflow, Mortal Void, and a game developed during the Melbourne Global Game Jam.

    I implemented audio within Unreal Engine 5, utilizing a combination of Wwise and MetaSounds. All sound design was crafted in Nuendo, blending sounds from various libraries with original creations - such as the underwater audio layers, which I synthesized using a Virus synthesizer.

    This showreel isn’t just about technical systems - it’s about how sound shapes a world. Every ambient sound, movement cue, and gameplay interaction was carefully designed by me to enhance immersion, ensuring that players don’t just hear the game - they feel it.

    Featured Audio Systems

    A Hoverboard That Feels Real

    Riding a futuristic hoverboard isn’t just about speed - it’s about sensation. This fully interactive soundscape reacts dynamically to speed, height, and terrain, ensuring the hoverboard feels just as powerful as it looks:

    • Engine layers seamlessly transition between idle, 3 movement speeds, and turbo mode.

    • A turbo mode sound designed the Shepard Effect to create the illusion of infinite acceleration.

    • A terrain response layer compresses other sounds upon impact, making each bump and rough landing audible and tactile.

    • Built entirely within a single MetaSound Source, with an expanded Blueprint system feeding real-time parameters for smooth integration.

    Weapons That Sound Unique Every Time 

    Gunfire should never feel repetitive. In Darkflow and Mortal Void, I designed a modular weapon system where every shot is slightly different:

    • Each audio layer is randomly selected from multiple wave variations, making every gunshot unique.

    • A single MetaSound system can dynamically handle single-shot, automatic fire, fire rate changes, and ammo depletion in real time.

    • Custom attenuation and reverb tails ensure gunfire remains sharp and powerful up close, while naturally fading into the environment at a distance.

    Sound That Reacts to the World

    In these games, the environment isn’t just seen - it’s heard.

    • In Darkflow I designed helmet occlusion and robotic voice filtering dynamically adjusted based on in-game conditions, immersing the player in different audio spaces.

    • Spaceships and moving objects feature Doppler-based pitch shifts, creating realistic movement effects as they pass.

    • In Mortal Void, approaching a waterfall doesn’t just make it louder - the sound itself gains detail, layering in additional frequencies for a richer, more textured experience.

    A Living World Through Soundscape

    To make the world feel alive without overloading the CPU, I used Soundscape to dynamically generate ambient sound layers:

    • A tram station filled with alien voices, footsteps, and background chatter that shifts as the player moves.

    • The rustling of unseen creatures and shifting rocks, suggesting movement just outside the player’s view.

    Dialogue That Listens to the Player

    Characters don’t just speak - they react. The dialogue system adapts to the player’s actions, changing based on gameplay achievements, mission progress, and combat states, making interactions feel more natural and responsive.


  • Black Classic The Dark Places Youtube Thumbnail (33).png
    • 4/3/25

    Showreel - Technical Dialogue Design | Unreal Engine

    Technical Dialogue Design in Unreal Engine | Metahuman & Narrative Integration

    In this project, I implemented a dynamic dialogue system using Unreal Engine, showcasing seamless integration of voiceovers, Metahuman animation, and adaptive sound design.

    Key Features:

    • Pre-recorded Voice Implementation – Synchronized with a Metahuman for realistic character interaction.

    • Location-Based Dialogue System – Triggers at specific points within the game world to enhance immersion.

    • Adaptive Audio Mixing – The dialogue system dynamically controls background sounds, including music, ensuring clarity.

    • Narrative Pro Plugin Integration – The Blueprint stores dialogue text, corresponding audio files, and Metahuman facial capture data.

    • Real-Time Sound Processing – MetaSounds applies dynamic reverberation and attenuation effects for a natural in-game experience.

    • Reusable Voice Filter – Designed and implemented a modular real-time voice filter for consistent, character-driven voice design.

    • AI Voice Selection & Adaptive Playback – Chose an AI voice matching the character’s tone and integrated adaptive playback logic.

    • Balanced Mixing – Adjusted dialogue and music for optimal balance within the scene.

    • Cinematic Integration – Integrated the dialogue into a sequence while preserving realistic reverb and spatial positioning.

    • Audio Post-Processing – Cleaned, processed, and mixed voiceovers for seamless integration.

    • Sound Effects Design – Designed supporting sound effects around dialogue to match the artistic intent.

    This system demonstrates a polished approach to interactive storytelling with high-quality voice implementation, ensuring an immersive player experience.

  • Black Classic The Dark Places Youtube Thumbnail (32).png
    • 4/3/25

    Showreel - Dynamic Dialogue | Wwise & Unreal Engine 5

    Implementing a Dynamic Dialogue System with Wwise & Unreal Engine 5

    In this video, I walk through the process of creating a dynamic dialogue system using Wwise and Unreal Engine 5. The system integrates dialogue audio, spatialization, interactive choices, and real-time effects for an immersive in-game conversation.

    What You'll See in This Video:

    🔹 Dialogue System Design – Planning the conversation flow and structuring the dialogue tree.
    🔹 Wwise Implementation – Creating events, setting up dialogue buses, and integrating sound voices.
    🔹 Switch Groups & Containers – Managing dialogue choices (Accept/Decline) and transitions.
    🔹 Real-Time Voice Processing – Using iZotope Trash Distortion for AI Assistant voice effects.
    🔹 Unreal Engine 5 Integration – Implementing behavior trees, UI elements, and Blueprint logic.

    The dialogue is triggered based on player interactions and dynamically adjusts to game states, including quest progress and player choices. Additionally, real-time audio filters and spatialization effects ensure realistic in-game sound placement.

  • Showreel - Unity + FMOD
    • 19/10/21

    Showreel - Unity + FMOD

    Embark on a journey into the heart of a Viking village through this dynamic showreel, crafted as part of my sound implementation studies at the XSSR Academy. Using Unity and Fmod, I bring the village to life with immersive mechanics and intricate audio systems.

  • Black Classic The Dark Places Youtube Thumbnail (44).png
    • 2/2/25

    Showreel - Game Music Composing

    Music composition for games is about creating an emotional connection, where each piece reflects the mood, narrative, and tension of the gameplay. In this showreel I composed original music for the game Fear Is In The Mind.

  • Better Man | Official Trailer (2024 Movie) – Robbie Williams, Michael Gracey, Jonno Davies
    • 6/1/25

    Better Man | Official Trailer (2024 Movie) – Robbie Williams, Michael Gracey, Jonno Davies

    I had the honor of being part of the amazing audio team at Boom Tracks Production, which is responsible for sound recording, editing, design, and mixing of the great movie about Robbie Williams.

  • Dynamic Underwater Audio Effect in Unreal Engine 5.4 with MetaSound | Tutorial
    • 28/2/25

    Dynamic Underwater Audio Effect in Unreal Engine 5.4 with MetaSound | Tutorial

    In this tutorial, learn how to create a one-of-a-kind underwater audio effect in Unreal Engine 5.4 using MetaSound!

  • Essential Sound Design - Layering
    • 6/1/25

    Essential Sound Design - Layering

    Layering is one of the most powerful techniques in sound design, allowing you to create rich, immersive audio landscapes that would be difficult to achieve with a single sound source. By blending various sounds—such as metal clanging, hydraulics, and organic impacts—you can create a more dynamic and believable sound. In this video, I break down the importance of:

    🦾Tonal Layering: Combining low-end rumbles with higher-frequency sounds to give the sound more depth and dimension.

    🔩Texture Layering: Using different sound textures, like squeaks, bangs, or crashes, to add complexity and realism.

    🦿Dynamic Layering: Adjusting the intensity of different layers to reflect the robot's movement, weight, and impact, adding to the emotional weight of the scene.

  • How to Create a Dynamic Footsteps Audio System in FMOD & Implement It in Unreal Engine 5 | Tutorial
    • 6/1/25

    How to Create a Dynamic Footsteps Audio System in FMOD & Implement It in Unreal Engine 5 | Tutorial

    In this tutorial, I break down how to create a dynamic footstep audio system. Unlike most tutorials I’ve seen, this approach doesn’t just mute unused audio—it activates only the required audio, making it a far more efficient way to trigger sounds in your game.

  • Showreel - UE5 + Wwise
    • 30/10/21

    Showreel - UE5 + Wwise

    Check out this video showcasing the gameplay of the game I created in Unreal Engine 5. I incorporated a wide range of assets and established all gameplay mechanics using blueprints on a blank map from the Epic Store. All sounds are integrated either directly within UE5 or through Wwise.

  • Showreel - Sound Redesign "Secret Neighbour"
    • 22/12/23

    Showreel - Sound Redesign "Secret Neighbour"

    Step into the realm of game sound design with this excerpt from "Secret Neighbor" gameplay. In this silent video, I meticulously crafted every auditory detail to enrich the player's experience. Using Steinberg Nuendo, I employed a range of techniques of sound design.

  • Showreel - Ambience Sound Design, UE5
    • 1/4/24

    Showreel - Ambience Sound Design, UE5

    Step into the immersive world of game environment sound design showcased in this video. Within the "City Park Map" from the Unreal Engine Marketplace, I meticulously crafted different ambiance zones and orchestrated day-night transitions to enrich the player's journey. This video highlights my technical skills and creative vision in crafting immersive game environments through sound design.

  • Sakun Mariia - Sound Design Showreel 2020
    • 18/10/20

    Sakun Mariia - Sound Design Showreel 2020

    Step into the immersive world of game sound design with this captivating video showcasing gameplay from various published games, all meticulously redesigned from scratch. Each audio element was carefully crafted to align with my vision and expertise, breathing new life into these silent videos.

  • Showreel - Filmography 2023
    • 1/1/24

    Showreel - Filmography 2023

    Embark on a journey through my world of sound design and editing with this dynamic showreel. From "Sitting in Bars with Cake" to "Gold Diggers," witness my expertise in crafting immersive atmospheres and editing sound effects for movies and TV shows.

Black Classic The Dark Places Youtube Thumbnail (11).png

Music

Step into the world of music creation with me, a composer with university-level training and a passion for crafting immersive soundtracks. With a keen understanding of music theory and composition, I specialize in building coherent soundscapes that not only enhance gameplay but also captivate listeners.

In one of my demo games, I've explored the realm of interactive music, seamlessly blending melodies and rhythms to dynamically respond to the player's actions, enriching the gaming experience.

While music is my hobby, it's also my creative outlet, allowing me to express emotions and narratives through sound. Below, you'll find examples of my compositions, each meticulously crafted using virtual instruments in Cubase. Though not specifically designed for games, these pieces showcase my versatility and skill in creating evocative music.