Masquerade Murder Night
Game audio for a Global Game Jam mystery: C# audio systems, adaptive FMOD events, original music, and Foley shaped around the gameplay.

Project details
- My role
- Technical Audio Designer / Audio Programmer
- Year
- 2026
- Team / Solo
- Team project / Global Game Jam
- Engine
- Unity
- Genre
- Mystery
- Tools
- MuseScore / Reaper / Logic Pro / FMOD / Unity / C#
My contribution
01C# audio management
Built a C# Audio Manager to handle FMOD events and music playback, with audio responses driven by changes in gameplay state.
02Adaptive FMOD integration
Integrated FMOD events into Unity and configured their parameters so the audio could respond dynamically to gameplay.
03Original music composition
Composed and produced the original soundtrack in MuseScore and Reaper, using MIDI and virtual instruments.
04Sound design and mixing
Created, edited, and mixed sound effects in Reaper and Logic Pro to support gameplay and give players clear audio feedback.
05Foley recording and implementation
Recorded and processed Foley, then optimized the resulting audio assets for use in the game.
06Team collaboration
Worked with programmers, designers, and artists to align the audio with the game's mechanics, pacing, and atmosphere.
The Fool
C# audio management, dynamic FMOD music, and a data-driven UI for a tarot-themed game, with an original score composed in MuseScore.

Project details
- My role
- Technical Audio Designer / Game Programmer
- Year
- 2026
- Engine
- Unity
- Tools
- MuseScore / Reaper / Logic Pro / FMOD / Unity / C#
My contribution
01C# audio management
Built a C# Audio Manager in Unity to control FMOD events, music playback, and in-game audio behavior.
02FMOD and gameplay integration
Connected FMOD to Unity, linking 2D audio events to gameplay, UI, cards, enemies, and player interactions.
03Dynamic music system
Implemented a dynamic music system in FMOD that transitions between Menu, Combat, and Preparation according to the current game state.
04In-game volume controls
Linked Unity UI sliders to FMOD audio settings so players could adjust volume in the game.
05Data-driven UI
Developed The Fool's Guide with C# and ScriptableObjects, using a data-driven UI system to manage customizable page content and interface elements.
06Original music composition
Composed the game's original music and wrote the scores in MuseScore, then implemented the music through FMOD in Unity.
Trinity Dwellers
Sound design for a narrative puzzle game: layered ambience, reactive foley, and a score that shifts with the story.

Project details
- My role
- Sound Designer
- Year
- 2023
- Genre
- Narrative puzzle
- Tools
- Reaper / MIDI / Foley
My contribution
01Layered ambience
Sound environments for a narrative puzzle game.
02Reactive foley
Foley that responds to the action.
03Narrative score
Music that shifts with the story.
ASPHYXIA
Tense, claustrophobic audio for a horror game. Every creak and breath designed to unsettle.

Project details
- My role
- Sound Designer
- Year
- 2023
- Genre
- Horror
- Tools
- MuseScore / Reaper / Foley
My contribution
01Horror sound design
Audio shaped around tension and a sense of claustrophobia.
02Detailed sound effects
Creaks and breathing used to build an unsettling atmosphere.