Sound Designer

Credits
Every project is a promise to see the work through, and afterwards a story to tell,
but from start to finish and even beyond every project is a learning experience.
Let me show you what I've learned over the years.
(in order from newest to oldest)
The pictures link where possible, but some of these haven't been released publicly.
Destiny 2
- Associate Sound Designer
Lightfall, Defiance, Deep, Witch, The Final Shape, the live service model puts you through the trials of shipping a title over and over in a short time.
I was a big fish in my college pond, but starting at Bungie was like being dropped into an ocean and having to adapt to saltwater.
I can confidently say my time with Bungie was the single most significant period of growth I've ever had as a designer, an artist, a professional, and as a person as well. I've seen myself grow not just in the quality of my sounds or cleverness of implementation, but in how my teammates trust me as well. I went from being assigned bite-sized tasks to owning season wide mechanics and being aimed in the general direction of entire missions and set loose upon them. I even wound up being crowned the "Vignette Queen" for all of my Foley contributions each season.
Welcome Week
- Foley Artist
It's not every night you get a call from your old College Bestie asking you for a Foley Favor. I got suddenly very good at controlling my breathing since this was the longest runtime I've ever done Foley for and was my first ever IMDb credit.

The House Where They Dwell
- Sound Designer
This was my first game audio project that actually had a full team and coincidentally also my first time experiencing the phenomenon of "the designers added a bunch of content late into development." Pivoting for this sort of thing has turned out to be a lifelong skill. It helps remind us the quality bar can be dynamic. Early on we have the luxury of polishing our work but towards the end we have to be satisfied at "good enough" and get the game out the door.
Tea Dragons
- Sound Supervisor
Jordan Fleming, the director I worked with on Hex limit (see below), approached me during a fire drill of all things. She was a fan of my work on her previous film and wanted me to lead the sound of her next animated short. I proceeded to put together the largest team of audio people I'd worked with thus far and thank goodness.
I needed every single one of them because during production
I broke my wrist and could only use my left arm, but we got it done.