
MACABRE
A cooperative stealth extraction horror game where players traverse infinite timelines within an unstable time rift, confronting interdimensional terrors.
Product Owner & Games producer
Co-founded a studio and shipped a multiplayer game from 0→1 to 100K+ players, scaling the team from 5 to 30. Built internal tooling (CI benchmarking, localization automation, economy dashboards) to solve workflow gaps. Shipped 9 titles at Animoca Brands coordinating engineering across Unity and Unreal codebases. Owns roadmap, backlog, sprint cycles, and delivery across distributed teams.
Portfolio

A cooperative stealth extraction horror game where players traverse infinite timelines within an unstable time rift, confronting interdimensional terrors.

Creating the sound of an effortless, beautiful utility for Australian based ride-share company, Ingogo.

An epic sci-fi adventure featuring thrilling mecha combat. Players choose between distinct Starfighter classes to battle lawless pirate factions.

An action-adventure horror game expanding the Valiant Comics universe, challenging players to master the dark powers of the Deadside.

A spell-based chess strategy game that combines classic tactical gameplay with magical abilities and lore.

A management and racing experience delivering high-octane motorcycle racing with telemetry-driven mechanics.

A tactical TCG and strategy game featuring medieval fantasy combat where players build armies and battle for dominance.

The browser-based adaptation of Aradena Battlegrounds, optimized for accessible web gameplay without compromising audio fidelity.

A strategic simulation game challenging players to create and manage self-sustaining ecosystems within various biomes.

A dark fantasy gladiatorial combat game where champions fight for glory in high-stakes tournaments.

An automated audio normalization pipeline that scans game audio libraries, categorizes assets (VO/Music/SFX), and batch-processes loudness to target LUFS with true-peak safety.
Automated localization pipeline for game projects, streamlining translation workflows and maintaining consistency across multiple languages.
CI-integrated performance testing system that automatically benchmarks builds, tracks regressions, and provides actionable insights for optimization.
Data-driven economy dashboard and balancing tools for game designers, providing real-time insights into player progression and monetization metrics.
About
Co-founded a studio and shipped a multiplayer game from 0→1 to 100K+ players, scaling the team from 5 to 30. Shipped 9 titles at Animoca Brands in the audio vertical, coordinating engineering across Unity and Unreal codebases. Built internal tooling (CI benchmarking, localization automation, economy dashboards) to solve workflow gaps. Owns roadmap, backlog, sprint cycles, and delivery across distributed teams.
Weforge Studio — Macabre
September 2020 – January 2026 · 5 yrs 4 mos
Sydney, New South Wales, Australia
Animoca Brands / Blowfish Studios
December 2021 – December 2024 · 3 yrs
Sydney, New South Wales, Australia
Ingogo (Rideshare Startup) via Neoteny
2021 · 6 months
Sydney, New South Wales, Australia
Sonify · Self-employed
November 2015 – 2019 · 4 yrs
Greater Sydney Area
Founded an audio consultancy serving commercial clients including Hipages, Australian Government Department of Health, and Air New Zealand. Managed end-to-end delivery from scoping requirements through final assets. Identified a gap between audio production and product teams — UX designers and developers needed audio to support UI interactions but lacked the specialist knowledge or budget for custom work. Built a productised sound library to solve this:
Master of Architectural Science (Audio & Acoustics)
2019 – 2021
Bachelor of Creative Technology (Audio)
2015 – 2017