dear gamingtec,
Thank you for checking my portfolio! I’m super excited about the prospect of joining the GamingTec team.
I work at the intersection of music, sound, and technology—with a strong focus on adaptive systems and interactive audio. My background in jazz guitar and film scoring gives me a narrative-driven approach, while my passion for programming and lifelong love for games drive me to design custom solutions for complex audio challenges. I’ve scored an Oscar-nominated short, worked with iGaming company, won the European Talent Competition, and received the Verna Fields Golden Reel Award for music editing.
Please check some of the work I consider relevant for this position below—and feel free to explore the rest of my website for more references.
Talking tom gold run | Music
I composed all the music for a hit mobile game from Outfit7, which has reached over 8 million downloads.
Over the course of 2.5 years, the game received regular updates—and with each one, I created a new arrangement of the main track. In total, I wrote more than 30 different versions, all of which needed to transition seamlessly from one to another in-game.
This project was a deep dive into adaptive music and long-term musical consistency. Each version had to feel fresh while staying true to the game’s core identity—and work technically with real-time transitions.
It was a huge creative and technical challenge, and one I’m really proud of.
talking tom bubble shooter | Music
Another hit title from Outfit7 that I had the pleasure of composing music for.
Tiptop Web Casino Games | Sound, Music
Selection of three online casino games developed for TipTop Games. I contributed the majority of the sound design and all of the music featured in these titles.
RCM Space Shooter | Sound, Music, Implementation, Development
RCM Space Shooter – a micro game originally based on a Unity test project, but drastically redesigned to serve as a teaching tool for Game Sound and Music. I created this game to demonstrate principles of interactive audio. I handled all aspects of development: sound design, music composition, level design, coding, and implementation. I have designed the game in Unity, created sounds and music in Reaper, and implemented them using Wwise.
– Most of the implementation was done using custom scripts written specifically for this game
– Custom systems include enemy counters, recharge triggers, and interactive door logic
– 3D spatialisation implemented for a more immersive audio experience
– All gameplay mechanics and interactions were coded from scratch
– Designed to support dynamic audio and responsive game events
Fantasy game | Implementation, sound system rebuild
I set myself a challenge: completely rebuild the sound system of a Unity template game from scratch using Wwise.
Originally, all sounds were implemented directly in Unity—but I wanted to take it a step further. This meant removing the original audio system and completely recoding every part of the game that handled sound. A massive task, but one I learned a lot from!
While the sounds themselves are not mine, the entire implementation system is. I'm especially proud of how some of the ambient audio turned out—streams, wind, and natural transitions now feel much more immersive.
One of the highlights for me was developing a custom ray-casting footsteps system from the ground up. It dynamically reacts to the surfaces the player walks on, and really helps sell the environment.
Vibeton | solo-developer project
Earlier this year i challenged myself to create a vertical-slice of a mobile game from ground up. The story follows an electron Bob on a journey through the synth—a mysterious, abstract world full of sonic puzzles and reactive environments. This is an early test of main character design I’ve done everything from scratch.
I intend to use sounds of a particular synth (Moog Grandmother) to create all of SFX and Music for this game.