(September, 2025)
Having missed the Genshin Impact craze during the pandemic, HoYo was finally able to capture me with their action game, Zenless Zone Zero. I've been in love with this game's characters, gameplay, and art direction. Playing this game has inspired me to try my hand at designing in this style and I've learned a lot. Being able to hear the original has taught me HoYo mix their cutscenes a certain way, the high frequencies are very present. I've also learned to lean into the overexaggerated effects to match the games signature overexaggerated animation, I plan to do every character in the game, but for now, here are the first three. The videos are the result, and a breakdown, layer by layer.
(September, 2025)
Having missed the Genshin Impact craze during the pandemic, HoYo was finally able to capture me with their action game, Zenless Zone Zero. I've been in love with this game's characters, gameplay, and art direction. Playing this game has inspired me to try my hand at designing in this style and I've learned a lot. Being able to hear the original has taught me HoYo mix their cutscenes a certain way, the high frequencies are very present. I've also learned to lean into the overexaggerated effects to match the games signature overexaggerated animation, I plan to do every character in the game, but for now, here are the first three. The videos are the result, and a breakdown, layer by layer.
(September, 2025)
Since graduating, I've been working on The Guardian, a USC student project. The game is being built in Unreal Engine and FMOD, and this video is to showcase my sound design and adaptive footsteps in the game current state. 90% of what you hear here are my experimentations with foley sound design. The game is not yet halfway done, but I am very excited to see where this game goes!
(September, 2024)
I've recently spent a lot of time in the early access of Valve's new game, Deadlock. Haze has proven to be my favorite character, and given that the game is still in development, it would be interesting to offer my rendition of her abilities. Haze's sounds feature a sleep dart, a smokey stealth, and bullet barrage, which was a fun, yet challenging set of SFX to design in a cohesive manner. I am particularly proud of the stealth, as I conveyed movement without using footsteps to emphasize the ability's invisibility effect.
(September, 2024)
With this design exercise, I really wanted to focus on creating a realistic recording of an arcade from scratch, so that could manipulate it, and bring it back. The two points of emphasis for this design was the background noise and the power behind the punch.
(February, 2024)
The direction given to me by this game's lead, Eric (the guy in the video) was a powerful and obviously mechanical attack. My favorite aspect of this design is the use of a trash bin impact, providing the bulk of the thud sound behind the attack.
(October, 2023)
My first cinematic sound design. After recording the dialogue and setting audio separately, I used sound design to fill in the gaps in this student-made horror film. I chose to highlight this specific part because I liked how highlighted momentum and movement by playing with tension. I would love to do more cinematic work in the future.