Sound Designed and composed in FL Studio.
To create a standout game audio reel with different settings and gameplay, I handpicked specific games for a well-rounded showcase.
Each game offers different sound design aspects and scenarios, highlighting my adaptability and versatility as a game audio designer.
Rather than following a linear sound production approach, I aimed for interactive audio, akin to in-game sound design. I deconstructed every action within the games, focusing on individual sound effects and how they are placed in their retrospective worlds.
This approach injected fresh, interactive audio, enhancing player immersion.
For the SFXs and ambiance layers, I blended my own recordings with various synths and Soundly’s massive sample library. This combination allowed me to craft unique and distinctive sound effects for each scenario. Musical elements were composed from scratch.
HITMAN 3
This segment was dedicated to spotlighting the intricacies of sound design in stealth scenarios, where attention to small details is key.
To achieve realistic and detailed footstep sounds, I employed a layered approach. This consisted of three distinct layers: shoes, cloth foley, and ground surface. This approach allowed me to capture the nuances of each step, adding depth to the overall soundscape.
Gunshots are crucial in this game. To ensure variety and authenticity, I designed each gunshot sound separately, creating multiple variations, varying depending on factors such as location and shot placement. Each gunshot is a composite of multiple sound elements, including whooshes, modulated 808s (adjusted for headshots), kicks, camera flashes, pots and pans clanging, and the sound of bullet shells hitting the ground. It was crucial to make sure that players could distinctly hear the sound of bullet shells hitting the ground after each shot. This added an extra layer of authenticity to the overall audio experience, enhancing player immersion.
The first gunshot was tailored to emphasize the echo created when the shot hit the metal surfaces in the environment. Achieving this effect involved using convolution reverb VST, specifically Fog Convolver. I incorporated the sonic character of a metal shelf into the gunshot’s trail end to simulate the desired impact.
In the second gunshot, I placed more emphasis on creating a sense of impact since the player does a headshot. To achieve this, I introduced a pitch-modulated 808 sound as an additional element. This extra touch enhanced the player’s perception of a powerful and precise shot.

Gun Shot 1

Gun Shot 2
I’ve implemented dynamic ambiance layers that synchronize with Agent 47’s on-screen movements. To achieve this, I employed automation capture techniques to adjust the panning of each sound, all while closely tracking the in-game visuals. This approach guarantees that background voices and room tones seamlessly align with the player’s perspective, enhancing the overall immersion. I kept the music minimal for this sequence, placing the emphasis on the natural world elements of Agent 47’s actions and stealthy movements. As a result, you’ll only notice a brief string kick at certain moments, with minimal additional musical elements.
ASSASSIN’S CREED ODYSSEY
This sequence is a sonic playground, allowing me to handle numerous events in a chaotic environment. The scene brims with complexity: water creates a backdrop of noise, boats collide and creak with their thin wooden planks, explosions, and battles add chaos, screams pierce through, and footsteps echo. It’s not just the player’s footsteps; other characters on the ship contribute to this intricate soundscape. I chose this scene because it’s a demonstration of my ability to craft sound in a setting with overlapping sounds and simultaneous actions.
To sync everything with in-game movements, I meticulously timed footsteps and movements for both the player and nearby characters. This made it feel like you could hear and see their actions around the boat. I used footsteps from a prior project, recording the sound of leather shoes on thin planks. I also added creaking noises, synchronizing them with movements. For instance, when the player takes a heavy step and leaps for an attack, I match it with a creak, enhancing authenticity.
Recording moaning and screaming sounds was another significant step. In intense combat scenarios with extensive arm movements, these sounds are natural. I even altered Kassandra’s voice, originally female, to sound male for my redesign. I sourced various sounds from Soundly, selecting and editing screams, background yelling, and battle cries to create the atmosphere.
The most crucial step was making the combat satisfying. I carefully processed various metallic sounds to create a diverse range of sword hits, ensuring dynamic interactions between the player and the warriors on the boat. Impacts adapted to different scenarios, like striking a shield or armor, to maintain uniqueness.
I added swooshes, hisses, and small kicks to enhance the sword’s movement. Striking flesh introduced squelchy, meaty sounds, intensifying the experience. The player’s injury triggered a distinctive ringing sound. In the final combo, a sub-impact sound conveyed power and uniqueness, setting it apart from standard metal sounds. This approach ensured both visual and acoustic immersion.
The combat music, though simple, consists of pulsating drum beats reinforcing the battle’s intensity. It complements the action, emphasizing the fight’s rhythm with basic drum patterns and a low-pass filter, primarily focusing on midrange frequencies, providing that extra punch.

The whole Assassin’s Creed Odyssey sequence
DEEP ROCK GALACTIC
With Deep Rock Galactic, I aimed to give a sci-fi underground world a makeover, focusing on interactivity. To create an authentic underground feel, I reduced the high-end frequencies to make space for impactful roars and vocal drops during gameplay.
My first task was enhancing the footstep sounds. I wanted players to sense their presence while walking, which adds to the immersion. I achieved this by modifying a metal can sound with a low-pass filter and blending it with recorded sand footstep sounds. This fusion resulted in a cave-like crunch, making the experience more engaging.
In the original game, there weren’t many interactive sounds when placing items in the cart, which felt like a missed opportunity. I wanted players to receive feedback when they added items to the cart, creating a more immersive experience. To achieve this, I incorporated a variety of small, plucky sounds using Serum and Pigments.
I then applied a low-pass filter and Valhalla Room reverb to enhance the overall atmosphere.
This reverb effect was a consistent choice throughout this game sequence, contributing to the underground ambiance.
I enhanced the game’s cannon/gun sound to make it more impactful. While the original sound in the game was cool, it lacked punch. To achieve this, I layered various elements, including my own drums, custom impact sounds, and modified laser effects. In FL Studio, I applied an interesting technique by ‘boosting’ and clipping the sound to create an over-compressed snare drum sample, resulting in a distorted yet effective outcome. This approach added rich harmonics and boosted the desired low/mid frequencies. Additionally, I incorporated a Hardstyle kick, processing it with Izotope Trash, Camel Phat, and a high-pass filter to enhance the mid frequencies.

All the layers from the gun/cannon