






Roblox Concert Experience - (Canceled)
The venue was released in Q2 2022 but was canceled before the concert was able to go live.
Sitting at 10.5 million total plays (3/2023)
Game Design and Scripting
Heavily utilized Roblox’s “Orchestra Beta” system for audio-synched events.
Designed a freefall minigame for the lobby that rewarded an avatar item for completion
Integrated badges and the sponsored cosmetic booth functionality to try on different faces.
Some functionality for the verch (virtual merch) booth.
Sequenced, moving, and color-changing lights in song 1 on props and backup dancers.
Scripted a hover chair with a boost ability to launch balls. Pillars launch players backward like a pinball bumper in song 2.
Made player flying mechanics for the song 4 finale.
This project was a fantastic experience. Working with Orchestra, which is a special module Roblox curated to synchronize audio events, was a good mix of familiarity with Roblox Studio and a challenge of new ground. In the process, I learned a lot more about breaking up parts of a game for the client-server model.
Reworld Playground Farm
Built in Reworld with a small team within a month for an internship program
Scripted in Lua
Game Design and Scripting
Designed a system for players to claim their own island with a grid-based placement system.
Scripted a modular teleportation system for other programmers to use for their minigames
The game idea was pretty ambitious for a month long program. It was a central hub with several minigames and micro activities, such as farming, on the main island which all rewarded currency to use towards island customization. However, the team only had 2 other programming interns that were using Lua for the first time, so the store was never completed. Reworld was pretty comparable to Roblox in structure however, there were a handful of features that were not present that made it quite a challenge to work with such as Update being the only thing for time management and other built-in functions having spelling errors without autocomplete.






Military Combat Tycoon - (Roblox)
Officially released on 8/1/2020
Reached 3.2 million total plays (10/6/2020)
Average of 300 concurrent players first week
Current average is about 2300 concurrent players
Sound Design
Designed weapon, vehicle, and interface sound effects
Blended synthesized sounds with public domain sound banks
Going into this project I did some analysis of how weapons sounds are manipulated from their raw recordings to best fit cinematic use being games and movies. For the weapons I layered SFX of mechanical manipulation, samples of gunshots, and midi drums from the Kontact library.
SFX Samples
Gamplay Video
Blindaural
Product Owner, Project Manager, Game Audio Programmer
Thesis Project
Developed over two semesters
The goal of this project was to explore how binaural and dynamic audio can be used as communication in an interactive immersive experience as most players rely on sight as their primary sense when they play games. The virtual space makes use of techniques learned from Lumos to create a non-visual collider-based space. Through spatialized dialogue and sound effects, the player must follow the kitchen assistance’s instructions and the customers’ orders with the limited visuals of outlined held objects.
My role is to guide 6 undergraduate students of different skill sets to complete the various tasks in a timely manor in order to complete the project in the required time frame. As well as to handle most of the audio recordings and mixing with FMod integration.
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Early Video Demo

Zap Zap Zombie Cats - (Becker College Game Studio)
Audio Lead
Produced by Becker College game studio students over the course of four semesters.
Went to PAX East 2017
Released May 9th 2018 on Steam
In Zap Zap Zombie Cats I was the audio lead for the last three semesters of development, where I was tasked to write original compositions, record voice over dialogue, and provide sound effects for UI and characters ultilizing ProTools. The greatest challenge was creating unique themes for each zone of the game while keeping consistent tone and similar instrumentation.
Trailer
Lumos
Audio & Programming
Produced core game features with a small friend group within 2 months
Playable at PAX East 2018
For Lumos I programmed some of the core gameplay features and produced ambiance tracks and sound effects. The greatest challenge of Lumos was conceptualizing a game without artists. Lumos was intended to be worked on and released by the end of 2018, but ultimately was shelved by creative differences. I hope to revisit this project in a new light in the future.
Teaser
Screenshots



Cowlateral Damage
Gameplay Programmer
In Cowlateral Damage I completed all the programming regarding gameplay within GameMaker Studio along with the five other members of the team within eight hours. Along with the programming I also set up the madness that is the bouncing cows on the main menu and designed the final level of this mini project. Music credit: Kevin MacLeod.