This video is a quick scored music collage but I also create and design custom sound effects, implement them using game middleware, and I voice act. Throughout the site there's numerous videos of audio, gameplay and film footage, previous work projects and trailers, tutorials and more. 

If you want to understand how audio is completed for a game this video shows you all. From creatures, gore, weapons, UI sounds, plus transitioning between interactive music of differing tempos and keys, voice acting and other. It gives you a feel for quality and what to expect before it's delivered and attached to the art in game.

Custom made synth patches - used for dark (sometimes the opposite) underscoring as part of a musical soundtrack. They start off as only a waveform, from there they're twisted, contorted and designed. After they're designed they're played like an instrument and then tailored to the imagery and the projects storyline.

Scoring to film - also includes cut scenes, animation or any linear media. It's written following a storyline from start to finish. There's many dynamics, tempos and emotions that need to be expressed as it does this.

Sound design -  creation and mix of all sound effects and dialogue. This example is a film by Tyson Ibele. Listen for the small details such as footsteps, dust, clothing, and then the gore, creature and weapons etc. Listen for quality as well as how believable these sounds are with the images, now mix with music.

Interactive game music - layered music is written for randomized in-game events, and then implemented into a middleware program (Wwise) which is then integrated into the game engine. Some cues are layered loops, others cut scene synced cues, others are one-shots that play and also stop other music from playing. The possibilities are extensive ultimately leaving every gameplay experience with different variations of music being triggered.