about
With nine years of working with audio under my belt and currently progressing studies in music technology, I have a deep passion for audio engineering, sound design, composition, and development of audio software. This blend of interests has equipped me with a solid foundation on both the creative and technical sides of audio production. Most recently, I’ve began working with games, exploring sound design and integration in order to find the best ways to enhance player immersion and gameplay experience.
These are a collection of compositions I have worked on from 2019-2024.
These were all made in Ableton Live using industry standard plugins including but not limited to iZotope, FabFilter, Universal Audio, Melda, and Native Instruments products, as well as Max for Live devices and Ableton stock FX.
I additionally have extensive experience working in DAWs such as Pro Tools, REAPER, and FL Studio, and have experience with various microphones and recording techniques.
MUSIC
This is a simple forest environment I developed with AI Engineer at High Moon Studios, Noura El Bayrouti. The player has the ability to walk around with sound effects corresponding to things in the environment. We made the environment in Unreal Engine 5.2, and sounds were recorded by myself using a Zoom H4n Pro, a Shure SM7B, and an Audio Technica AT2020 outside and in a makeshift recording booth. Sounds were edited with Ableton Live. This project helped familiarize me with the fundamentals of sound design for video games, using different microphone types and recording techniques, as well as how to integrate sounds into a game engine.
game dev / integration
This is a 2D bullet hell-style student game called To The First Power that I contributed to in VGDev club at Georgia Tech. I was tasked to compose music in the style of Nintendo DS-era games and design sounds for different actions in-game. I created SFX and composed the music in Ableton Live 12, leveraging retro soundfonts to capture the nostalgic feeling I was looking for, and integrated them into the final game using Godot. This project provided me valuable experience in working as a team member in a larger game project and technical experience in sound design, composition, and integration.
Tuner Tool (M4L)
The Tuner Tool is a Max for Live-based, open-source recreation of Antares’ Autotune. It is able to correct the pitch of a vocal track to a selected key or specific enabled notes. It has multiple tuning settings, such as pitch correction amount, pitch correction threshold, sibilance threshold, and ambiance threshold. I created it in Max 8 based around the retune~ object. The main goal of this device was to be able to provide a free alternative to Antares Autotune in order to make such an iconic and expensive effect more accessible.
Software
Drum Machine (Pd)
This is a sequenceable drum machine built using Pure Data. It has a controllable BPM slider, a preset sample selector, and presets for BPM and drum patterns. This was made by using toggle switches on a grid to trigger audio file playback. The purpose of this drum machine was to make a fun and easy-to-use way to allow anyone to tinker with making fun grooves and rhythms.