VR / MR / XR
🕶️ About My Work in VR, XR & MR Audio
With a deep passion for immersive sound and a strong technical foundation, I bring years of experience designing and implementing audio for VR, XR, and MR experiences — blending spatial precision with emotional storytelling.
I’ve contributed to high-profile commercial titles including:
🎮 Commercial & Platform Projects:
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🍍 Super Fruit Ninja (Apple Vision Pro) – Gesture-driven audio for spatial computing.
- 🥊 Thrill of the Fight 2 (Meta Quest) – Full-contact boxing audio with dynamic spatialization.
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🍉 Fruit Ninja VR 2 (Meta Quest) – Fast, reactive slicing audio layered with environmental feedback.
- 🌐 Horizon Worlds (Meta Quest) – Social VR audio systems for world-building and avatar interaction.
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✋ The World Beyond (Meta Quest – Hand Tracking Demo) – Reactive hand gesture audio and spatial feedback.
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🎭 Quill Theater (Meta Quest) – Immersive audio for 6DoF animated storytelling.
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🎢 360° Ride Videos – Directional and motion-based audio for theme park-style experiences.
- 🧟♂️ Bloody Zombies – Audio content creation and mix for side-scrolling brawler action.
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My work focuses on technical audio systems that support full-body tracking, hand gestures, haptics, and responsive environmental soundscapes. From Wwise-driven behavior trees to Unreal Engine blueprint integration, I ensure that sound enhances the gameplay experience without ever getting in the way.
Beyond commercial projects, I explore VR audio in personal experiments — including a lightsaber-style interaction demo built in Unreal Engine, where I developed physics-driven audio that responds dynamically to swing speed, collisions, and user movement.
Whether it’s a fully immersive room-scale game or a mixed reality showcase for spatial computing, I design audio systems that feel intuitive, reactive, and real.
Super Fruit Ninja – Apple Vision Pro
Creative & Technical Audio Lead
I was responsible for:
- Driving audio tech
- Implementing audio tech in XCode/Swift and Apple Reality Kit
- Managing a team of 3 other sound designers
- Mixing
- Sound Design
Wolves In The Walls
I was a technical/creative audio designer on the FaceBook Immersive audio team which also won an Emmy for audio along with the experience winning an Emmy.
I was responsible for:
- Spatial Sound Design & Implementation on Various Scenes in Chapter 3
- Technical implementation in Blue Print Scripting
- Finding technical solutions to fixing pre-existing problems before joining the team
- Prop physics audio design & implementation
- Creature audio design
- Foley system design to handle slow-mo
- Primary scene work : Wolf Door attack, Wolf Solo booths, Wolf multi-room chase sequence.
Bee Ride – Central Park
I was hired to help create audio for an immerstive video 360 physical hydraulic ride.
I was responsible for:
- Music sourcing & editing to support the story
- Spatial audio design & audio animation
- Spatial audio mix
- Fixing post-completion problems requiring a full re-edit of music, re-animation of spatial audio and a second final mix!

Jolly Roger – Central Park
I was hired to help create spatial audio and a spatial audio mix for this fun XD/7D theme park ride
I was responsible for:
- Spatial Music Mix (Music provided by Daniel Sadowski)
- Spatial sound design, pathing and animation
- Final mix and master
Horizon Worlds – Various Experiences
Experiences in Metaverse
I was responsible as:
1st Party Game Audio Lead
– Co-ordination & collaboration with other team members in a fully remote environment to create bespoke experiences and advancing the platform.
- Audio on multiple experiences
- Sound Design
- Music including editing, composition
- Implementation
- Feature Technical Designs
- Optimizations and debugging
- Scripting using visual scripting language
World Builder – Audio Technical Designer
- Audio tools feature design & programming
- Audio debug tools programming
The World Beyond
Hand Tracking Demo for Quest 2. – Meta
I was responsible as:
Technical Audio Designer
– Implement audio into the expereince. Set up audio systems for pooling and randomizing emitters.
Quill TV
Realtime Animated VR Shorts – Meta
I was responsible as:
Establishing Mix standards
Mixing and mastering my and other designer’s content
Implementation of audio assets
Explore new ways of creating spatial perspective
UNREAL 4 – VR – Personal Project
Currently a WIP v3 – There are improvements coming!
I was responsible for:
- Creation of original SFX for all audio.
- Replacement of New UE4 Audio Engine with WWise Integration.
- Scripting audio and bot behaviors in Blueprints
- Real time saber audio – movement, rotation, interaction with ground, interaction with turret bullets.
- Variable Saber starting sounds (not using single shot sounds)
- VR audio setup & mix
- Modeling and Scripting of Bot Behavior including randomized targeting and tracking player with ‘eye’
- Audio Mix & Master.
Bloody Zombies : PC, PS4, XBox 1, Switch, Steam VR
I was responsible for:
- Sound Design
I was brought on to replace most of the sfx and create new assets for combat, destruction, zombies creature design, game props and some ambiances.
Music was composed by Daniel Sadowski