Portfolio  









 
 
Samurai Jack - Sound Redesign [All audio replaced]


       
       Sound redesign of a combat scene from Samurai Jack, focusing on stylized   impacts, environmental weight, tension and movement clarity.


  Role:

-Created all sound effects, Foley, ambience and final mix
- Designed stylized combat impacts and movement sounds 
- Synced audio precisely to animation timing  

  Tools:

-Adobe Audition [editing & mix]
-Custom Foley recordings
-Adobe Audition native plug-ins















Waterlands - Sound Design & Implementation / UX research


 
  Waterlands is a narrative-driven exploration game set in a post-apocalyptic flooded Netherlands, where players rebuild dykes and manage water systems to restore habitable land.   Developed to raise awareness of the role of Dutch waterboards in flood prevention.


My contributions included: 


  Audio & Implementation :

-Recorded and edited custom Foley and vocal assets 
-Implemented audio in Unity engine to support gameplay feedback 
-Designed environmental ambience 


  Research & World Design :

-Consulted with Waterboards representatives to understand their obligations and goals
-Analyzed real-world flood scenarios to determine survivable land areas in the Netherlands
-Designed playable spaces based on realistic post-flood geography of the Netherlands
-Conducted field research at local dykes and museums
-Compiled research findings to inform environmental storytelling and navigation


  UX & Testing

-Conducted playtests to evaluate player guidance and audio mix balace
-Iterated audio and environment design based on player feedback

  Tools:

-Unity engine C# scripting
-Ableton Live 11











Trials of The Gods - Narrative, Haptics Design
[Winner of Best Gameplay Award - Hanze Student Festival]



Client-commissioned VR arena experience created for a premium theatre event by Mythos Ragnarok Theatre in Groningen. Players take on mythological trials to earn a place in Valhalla, competing for high scores a physically engaging combat challenge designed for short session play.






Contributions

Research & Co-Creation
- Conducted co-creation sessions with target audience members to inform design decisions 
- Researched Norse mythology to establish an authentic narrative framework

Narrative Design
- Developed the story premise of redemption through mythological trials
- Shaped thematic tone and player motivation


Dialogue & Voice
- Performed voice acting for the in-game narrator
- Edited and processed dialogue recordings for clarity and presence
-Shaped vocal delivery to match the mythological tone of the experience

UX Design & Playtesting
- Evaluated player experience through iterative testing
- Adjusted mechanics and feedback to improve clarity and engagement


Haptic Design
- Designed controller vibration patterns to enhance the impact and power of each kill
- Used haptics to signal events such as successful hits and power-up charging

Production & Client Collaboration
- Participated in client meetings and design presentations
- Contributed to preparation of demonstration builds


Platform
- Meta Quest 3 VR













  EDEN


Atmospheric horror exploration game set in a dream-like limbo, where sound design communicates unease, disorientation, and narrative ambiguity.   The absence of physical cues, such as footsteps, reinforces the protagonist’s detachment from reality.


  Audio:

-Worked closely with environmental artists to align audio with visual tone and spatial mood
-Designed environmental ambience to create a persistent sense of unease
-Created abstract and irregular sound events that reflect dream logic
-Omitted conventional cues (e.g. footsteps) to reinforce the  narrative theme
-Used synthesis and processing to produce non-literal textures
-Mixed audio to balance silence, tension, and sudden disturbances

  Tools:

-GameMaker Studio
-Ableton Live 11













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