About Me
Hey, I’m K.
I build complex audio systems for games, and then I write soundtracks tightly integrated into those systems for dynamic, expressive, cohesive virtual soundscapes.
That’s meant an adaptive score driven by player emotion in Unreal MetaSounds for InfeStation, a tempo-synced FMOD audio engine in custom C++ for Inline: Out of Time, and a 9-track orchestral soundtrack for a co-op cat dungeon crawler. The genre goes wherever the game needs it: retrofuturistic skate punk, creepy-cozy, horror, Latin-American fantasy.
I have a BS in Computer Science and Digital Audio from DigiPen.
If your game needs a sound of its own, get in touch.
Links
Skills
Engines and Middleware
- Ableton Live
- Microsoft Visual Studio
- Audacity
- Logic Pro
- Wwise
- Unreal
- Unity
- Reaper
- Microsoft Visual Studio Code
- Git
- SVN
- GitHub
Languages
- C++
- C
- Python
- Pure Data
- C#
- GLSL
- Batch Script
- HTML
- Java
- CSS
Project Timeline
-
01/2024 - 04/2024
Audio Lead, Composer, and Sound Designer
Cats N Critters
- Collaboratively composed a 9-track orchestral soundtrack and designed all sounds.
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09/2023 - 12/2023
Audio Lead, Programmer, Composer, and Sound Designer
InfeStation
- Applied MetaSounds to build an adaptive generative soundtrack system driven by player emotions measured from player input and game parameters.
- Constructed a real-time music synthesis system with MetaSounds.
- Designed diegetic sound effects.
-
09/2022 - 04/2023
Audio Programmer, Composer, and Sound Designer
Inline: Out of Time
- Developed an FMOD Core-based C++ game audio engine with tempo syncing and a gameplay-driven adaptive soundtrack system with DSP effects.
- Built systems for spatial audio and acoustic modeling.
- Composed a 15-track electronic soundtrack and designed all sounds.
-
08/2022 - 10/2023
Audio Programmer and Composer
We're Tethered Together
- Implemented audio in Unity (C#) with music crossfades and effect randomization.
- Composed a 12-track piano and electronic soundtrack and designed all sounds.
-
01/2022 - 04/2022
Audio Programmer, Composer, and Sound Designer
Nowhere to Grow
- Developed a custom FMOD Core-based C audio engine featuring tempo-synced events, randomization, and gameplay-triggered music transitions.
- Composed an acoustic guitar soundtrack and designed all sounds.
-
10/2021 - 12/2021
Audio Programmer, Composer, and Sound Designer
Power Chord
- Implemented adaptive audio in a custom FMOD Core-based C audio engine.
- Built a DSP system for effects based on player powerups.
- Composed an electronic, jazz, and rock soundtrack and designed all sounds.
- Coded enemy behavior, powerup abstraction, procedural level generation, physics.