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Room 1 - The Move In
00:00 / 02:47
Room 2 - The Lively Evening
00:00 / 02:43
Room 3 - Witching Hour
00:00 / 03:01
Room 4 - The Quiet Dawn
00:00 / 04:35

Hiraeth House

Room 5 - An Empty Guest Room
00:00 / 00:50

Hiraeth House was a collaboration project between myself and some game development students at USC. I helped the developers design a creative vision for how the music should help build the narrative, and then I took full control of the actual writing and production. I ended up having a studio session to record live piano, violin, and bass which I think really adds character and craft to a game fundamentally about working with your hands.

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The individual level themes explore different phases of a relationship: the initial meet-cute, honeymoon puppy love, conflict, regret, and the lessons learned as grief turns to experience.

Shimmerfish

Shimmerfish was also a collaboration between Berklee and USC students, but instead of being the composer, I was the audio director and audio project manager. I first worked with the developers to decide how the music should function in engine and what kind of story it should tell, as well as what sort of fantasy they wanted the sound design to sell. Then, I worked with the audio team to make sure they both felt creatively fueled and actually turned things in on time.

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Shimmerfish's score builds on itself as you catch more and more types of fish, so I encourage you to scrub through and hear how it evolves!

Nightmare Wizard

Nightmare Wizard is a little sound design project I did for a class at Berklee. I fully designed everything you hear in this video except the ending death stinger. The sounds shown are a mix of exotic animal noises from a library, simple kinetic noises like shovels falling on dirt and punching pillows, and my own grunts and wheezes.

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Nightmare Wizard is fully implemented in Wwise so I was able to do some really nice quality of life stuff like build in reverb to the project as a whole instead of individually tuning the different clips. I also added some pitch randomization, so the gunshots and monster grunts are a little less repetitive.

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