Arco
1st Place in Best Animation Original Score, 2nd Place in Best Animation Sound Design
2023 – short film – classical / bluegrass score – sound design – sound mix
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Responsible for all audio in the film, I worked with the Lipscomb class of ’24 Animation students to bring Arco to life, the violin-playing mouse who discovers the magic of bluegrass music.
I composed the score, created parts for the live violin and harmonica players, hired the musicians, and recorded the music, in addition to handling all sound design, mixing, and mastering.
Arco was awarded Best Animation Film, Best Animation Screenplay, Audience Choice for Animation, Best Animation Original Score, and 2nd Place in Animation Sound Design at Lipscomb University’s 5-Minute Film Festival.
(square)
2022 – videogame – minimalist, hybrid electronic score – sound design – audio mix
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Bringing the minimalist and understatedly chaotic world of (square) to life was a great challenge! Using a unique blend of acoustic instruments and synthesizers, I created the music score and the sound design, while also handling all mixing/mastering. Yet again, I managed to be a one-stop shop for audio, with incredible results!
Collision Course
3rd Place in Best Original Score, nominee for Best Sound Design
2022 – short film – synth sci-fi score – sound design – dialogue edit – audio mix
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I used the power of music and the magic of sound design to create a believable, engrossing sci-fi atmosphere while simultaneously providing context and narrative motion.
In addition to creating the score and sound design, I also prepared the full audio mix for the film. I was able to utilize my skills to be a one-stop shop for audio!
Dog Dash
2022 – videogame – team lead & head designer – software development- chill acoustic score – sound design – custom audio implementation
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I lead a team of 4 other developers in my collaborative Software Engineering class, conceptualizing, designing, coding, and polishing an engaging infinite runner game through several iterative sprints in an agile development workflow.
We were required to use the low-level SFML framework for C++, but we overcame the challenge with style, mostly building out the game from scratch with no game engine.
I wore a lot of hats for this project (listed above), and I learned so much about the game development and software engineering world.