Food Drive

Food Drive: Race against Hunger (Gamers for Good)

I joined Gamers for Good for Good to develop the complete audio development for Food Drive. I worked with Peet Cooper the creative director and artist for this game.

I wanted the game to have a wholesome, organic soundscape, so I recorded almost every aspect of the game from my garage and house and used it to design sounds for the truck, collision sounds, and main UI.

One of the most fun things to work on was the end score rising pitch that was inspired by classic arcade games. I used the RTPC of the player’s score to drive the rising pitch, and for every interval of 10 points,

Implementation was by far the most challenging aspect about this game. Using Wwise, I implemented a music system that changes its music once the timer hits the 1 minute mark. Transitioning from menus to in-game and pause screens is seamless.

Food Drive has over 28,000 downloads and over 90% positive review on steam.


Flight (Early WIP Personal Project)

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When the Music Game Jam started, I invited my programmer friend Marty Gonzalez to work on Flight with me. I wanted to create a game about flying that would showcase my ability to design adaptive music systems and fluidly use in-game elements that would naturally evolve the music. The player can evolve the music by finding birds scattered throughout these islands. I also created wind ambiance that depend on the player’s speed which they’re flying at. The initial game jam version won #2 in the Music Game Jam of 2018, and my artist friend Peet Cooper jumped in to help with the level design and models of this game. The game is still undergoing development and expected to ship sometime later this year as an indie game.

Lanternal (Game Jam submission for Ludum Dare 43)


I was the composer, sound designer and implementer for Lanternal. This project took place over the 3 days course of period and helps to show what I can do under tight deadlines and churning out creativity within a short amount of time. When we decided on the arcade aesthetic of the game, I immediately started creating sound effects that would be soothing to listen to even through multiple playthroughs, while still giving that haunted vibe of this game. I worked closely with the programmer to set up Wwise to work with Unity Collab, and worked on cool effects like Low Fi VHS mode and Pixelization through Wwise. The game was placed 16th place in Audio out of 1750 games submitted, placing it on the 98% percentile for Ludum Dare 2018.