sound design

I’m primarily a sound designer for games, but have significant experience working in linear formats. I’ve worked at Games Workshop, BULKHEAD and Blue Dot Games as a sound designer on a range of projects. My specialism is towards FPS titles but I’m able to work in a range of contexts. I’ve worked both in lead roles, handling audio direction and project management, and indepedently in a more hands on way to deliver complete audio by myself.

Examples of my work can be found below, which include outlines of my contributions to all the projects I’ve worked on.

PORTFOLIO AND PROJECTS

This is a selection of my sound design work, including portfolios, show reels and project showcases

SOUND DESIGN PORTFOLIO 2026

A collection of sound design work from my career - this includes work from Games Workshop, BULKHEAD and Blue Dot Games. This portfolio showcases a mixture of linear work and captures taken directly from games/projects I’ve worked on or created.

Everything heard in this portfolio is my own work. The work showcased here is taken from various points in my career.

GAMES WORKSHOP SHOWCASE

I started my career at Games Workshop, working on everything from sound design for cinematic content and TV series to dialogue direction and recording. This is some of my selected older work that I think is still quite strong. I really learned alot here about how to work with people, and how to use audio to bring the creative work of others to the forefront.

This is all my own work.

83’
SHOWCASE

As Lead Audio Designer on ‘83, I handled all audio requirements on the project. Technical implemebtations, asset design, VO and dialogue outsourcing and many other elements of audio. Most of the work was hands on, but outsourcers were brought in as necessary.

All footage here is taken from our daily_test build in 2026

WARDOGS
SHOWCASE

As Lead Audio Designer on WARDOGS, I designed the implementation and workflows for the majority of the game's audio using Unreal Engine 5's native audio tools. I set quality bar for assets across the board, from gunshots and foley to explosions and kill feedback. I led a team that grew from 4 to 10 people and managed our outsourcing partners, Pole Position Productions and Sweet Justice.

All footage and audio are captured from a 2026 build.

NARRATIVE AUDIO SHOWCASE

A narrative showcase demonstrating how a simple brief can be brought to life through audio to tell a story. This is adapated from a previous piece of work I completed to create this showcase. This is essentially a short audio drama, showcasing how audio can tell a story and bring the world to life.


Everything heard here was created by me.

KILLRUN
SHOWCASE

Some of my older work on KILLRUN - a speedrunning FPS. The movement and gunplay in this game still makes this one of the best feeling FPS games I’ve ever played. If you enjoy a movement FPS with a high skill ceiling, I recommend you give it a try.



All the footage here is taken from main_shipping build, released in 2023.