Demo Reel

I handled sound design, dialogue, music editing and re-recording mixing for Kilig. Given the limited dialogue in this film, it was crucial for the sound to seamlessly carry the narrative beyond the spoken words. One of the most rewarding aspect of working on this project was infusing emotional depth into scenes through subtle vocal expressions that conveyed the characters' emotions. Kilig was chosen as a finalist for the KCET Festival, has won several awards and is making its way around animated film festivals as of 2024!

Kilig!

Animated Film

Reels

Nock

For the DLC pack, my role encompassed sound design for bows, arrows, blocks and player notification sounds. The team's objective was to incorporate a new sci-fi palette that fit alongside their established aesthetic. An essential aspect was to give each set a unique sound identity, enabling players to express their character through their bow of choice.

Halo 5: Guardians (Team Osiris Fight) Redesign

In this redesign the tension is built through stealthy movement of the guardians' armored suits and sounds of the weapons clanking in the cold and reverberating emptiness of the ship, culminating into moments of intense combat. The alien voices are created from gibberish phrases that I recorded and processed to sound inhuman, but recognizable enough to retain a sense of a spoken language.

Scavengers Reign Ambience Redesign

Lots of sound designers, myself included tend to focus on the big flashy sounds, cool explosions and attention grabbing effects and while there's nothing wrong with that, we tend to overlook the subtle and humble ambiences and environmental sounds that provide the viewer with context and set the entire mood of the scene.

Scavengers Reign The Herd Chase Redesign

In this redesign I wanted to play with the dynamic of organic vs synthetic textures, giving both a sense of movement and power at high speeds. Azi's bike is built mostly of long synthetic textures. Pitch and volume automation helps bring it to life with extra layers coming in and out to feel the perspective change as the bike moves through space. The herd is built with organic sounds. I initially performed the guide track to match the speed and movement, and then triggered crunchy organic textures on top of that using Krotos Reformer. I also performed extra foley for the rumble and power of the moving herd and layered in tails of thunder claps. Finally, sidechaining the rumble texture to the hooves guide track created a sense of an unstoppable moving force!

Death Stranding Redesign

The goal of this redesign was to create a dark and moody world of Death Stranding, combining elements of realism, sci-fi and horror. The UI sounds are meant to be minimalistic, coinciding with the idea that advanced, high-tech worlds are designed to be subtle and unobtrusive.

Lords of the Fallen Trailer Redesign

This cinematic trailer redesign highlights colossal fantasy creatures, monster vocalizations, and elements of magic and combat. My particular emphasis was on showcasing how the sound of character foley changes with shifting camera perspectives and as the character moves through various environments.

Amphibia Redesign

For this redesign, I wanted to honor the Star Wars sound legacy but also add a little anime twist to it. Keeping in mind that this show targets a young adult audience and there are quite a bit of humorous moments, I used less aggressive sounds, combining them with comedic tropes to convey a lighter mood in this fight scene.

A Happy Place

I contributed sound design and music composition for this motion graphic, employing a blend of musical soundscape and minimalistic approach. The abstract shapes and dynamic pace of the project allowed for an open-ended interpretation, at the same time presenting an interesting challenge. Inspired by colors, patterns and drawing from my personal happy place - a beach, I created an audio palette that tied the animation and the idea together.

Wwise/Unity Implementation Demo

A dynamic audio system was created with Wwise middleware which intermittently triggers ambient world sounds. I also composed an ambient soundtrack that evolves as the player moves through the level, designed SFX and recorded character foley and implemented the audio with C#.

Stranded Game Jam

Crafting sound effects and composing a dynamic soundtrack that adapts to the player's emotional journey through various spaceship levels, I implemented the audio using UE4's blueprints.

Horror Reel

In this redesign compilation from Darq and Silt, I aimed to highlight the significance of atmosphere in the horror genre. By leaving ample time for the sounds to play out, I create a sense of a vast unsettling space around the player, additionally signifying danger through the use of metallic tones, low pitched drones and rumbles.

Star Stuff Redesign

In this gameplay redesign I created cartoonish sound effects using sounds I could only make with my mouth. The cute character designs, chunky buttons and the brightly colored environment called for a playful approach while still providing satisfying feedback on interaction.