Audio Direction & Leadership
When directing a game, I always strive to think outside the box. How can we deliver something new and fresh while staying true to the project's scope and vision, and at the same time meeting industry standards?
At ZA/UM, we had a statement that strongly resonated with me: "We are searching for the radical new. We are committed to our craft. We are our first audience." That philosophy perfectly represents my approach to game audio in general.
Defining a clear creative, musical, accessibility, and technical direction is essential to ensuring that the game sounds its best across every endpoint while faithfully reflecting our creative vision. Equally important is helping the team elevate their work and align their individual vision with the project's goals. I believe we are artists and creative people with something meaningful to express through our craft. Supporting the team, keeping them motivated, and guiding them through the different stages of game development is just as much a part of my responsibility as a director as making creative decisions.
I recently had the pleasure of taking part in Sounds of Dreamers, a feature documentary produced by Audiokinetic that explores the evolution of interactive audio and its impact beyond video games. Through the voices of composers, sound designers, audio directors, programmers, and developers, the documentary highlights how game audio has grown from a niche discipline into a driving force behind innovation across industries.
Sound Design & Implementation
Neva Sound Design Reel
Wwise & Unity
Zero Parades Musical Sound Design Examples
Fmod & Unity
Zero Parades UI Sound Design Examples
Fmod & Unity
Neva VO System in Wwise
Neva evolves during the game, and there’s 3 states: Puppy (Requires care and attention),Young(she doesn’t like to listen to you that much) and Adult (A mature companion who knows you well and instinctively protects you). We needed to convey these personalities through a range of vocalizations, including barks, growls, whines, and moans. Apart from that, Neva features additional gestures that express her state, such as smelling, curiosity, readiness for action, and sleeping.
To create Neva’s unique language, we recorded three different dogs and supplemented these with various sound libraries to avoid over-stressing the animals. The key to communication between you, the player, and Neva lies in a system we built in Wwise. This system is structured around Neva’s current life stage (puppy, young, or adult), her distance from the player (close or far), and specific gameplay moments.
The logic we’ve implemented in Wwise follows this structure:
A switch controlling the “type” of wolf
A switch controlling the distance
A switch controlling the gameplay mood
At the beginning the distance switch was controlled by an RTPC
However it limited some cases, so we hard coded the values and stop using the RTPC
Zero Parades Ambiences System in Fmod
My approach to sound design combines creativity with technical execution. From capturing unique sounds in the field and crafting detailed Foley to designing immersive soundscapes, I enjoy building audio that enhances gameplay, storytelling, and player immersion, with an especial focus on musical sound design.
Beyond content creation, I specialise in implementing and developing scalable audio systems using Wwise, FMOD, Unity, and Unreal. I believe that great game audio is not only about creating compelling sounds, but also about ensuring they are intelligently integrated, performant, and adaptable to the gameplay experience.
I also have extensive experience in endpoint-specific mixing and mastering, ensuring a consistent listening experience across different playback devices, as well as debugging and resolving audio issues. Whether collaborating with designers, programmers, or other audio professionals, I always aim to deliver polished, reliable, and expressive audio that serves both the creative vision and the player's experience.
The ambient soundscape in Zero Parades is highly reactive. A series of real-time parameters control the time of day, weather conditions (rain, wind, clear skies, etc.), as well as the camera's altitude and zoom relative to the player character. These parameters also drive a foundational wind system, allowing the environment to evolve dynamically throughout gameplay.
Built on top of this system, we crafted the Mediterranean soundscape that defines the game's atmosphere. Multiple layers (including wildlife, distant ambiences, and close environmental details) respond organically to changes in time and weather, creating a living world that feels both immersive and authentic.
Articles
Zero Parades - Music & Audio Direction
Steam
Neva - Direction, Design & Implementation in Wwise
Audiokinetic “WwiseUp on Air”
Gris - Audio Design & Implementation in Wwise
Audiokinetic “WwiseUp on Air”
VO & Cinematics
Neva - End Game Cinematic
I was responsible for the sound design, mixing, and mastering of the ending cinematic for Neva. Working closely with the creative director of the project, we crafted a detailed and emotionally driven sonic experience that supported the narrative and visual storytelling of the game's finale.
Zero Parades - VO Design Examples
Designed and implemented bespoke voice processing effects to reinforce both narrative and gameplay goals. This included creative use of stutter effects, reverbs, delays, pitch shifting, time manipulation, and other processing techniques to enhance character identity, emotional impact, environmental context, and player feedback.
Zero Parades Reveal Trailer
Working alongside composer Fernando Cabrera and the marketing agency We Are Reach, I created the sound design and delivered the final mix and mastering for the announcement trailer of Zero Parades: For Dead Spies, premiered at Gamescom 2025.
Reel
All footage in this demo reel was captured in-game and rendered in real time. This demo reel is intended to showcase my work across sound, music & technical audio direction, and how all audio elements (SFX, music, VO, UI, ambiences, etc.) come together to represent the project's final mix. All audio assets featured have been implemented using either Wwise or FMOD as part of the in-game audio pipeline.