My primary skillset is as follows: Sound design | covering pretty much anything needed, be that footstep foley, gunshots or the ambience of a busy British beach in late July. Mixing & Mastering | Usually in the context of standalone productions like albums, EPs, etc. However from this I have developed an aptitude for recognising aural nuances, which in turn has improved my ability to mitigate errors in other audio based jobs that could otherwise have been be missed. Overall this speeds up production significantly, and provides any team or employer with the communal confidence imperative to working at peak efficiency. Programming | This is in the context of the Unity game engine primarily, using the C# language. I do also have experience working in the Unreal Engine 4, and its blueprint system. I am also familiar with plenty of game design concepts, and programmatic design patterns (singleton, command, flyweight etc) so I would ultimately be capable of working with pretty much any engine. Composition | I have been playing instruments and writing music for almost a decade now, so I am well versed in both writing, recording, mixing, mastering and implementing music into any desired medium. Proficiently, I play guitar, bass, drums, piano, violin and can sing. However, if appropriate, I also know enough to play some simple additions on other instruments, like a mandolin or a clarinet. I primarily use Logic Pro X for my sound creation, however I am starting to gravitate more towards Reaper, especially for sound design. Audio Implementation | As mentioned previously I am a comfortable programmer, however I also significant experience using audio middleware. This has mainly consisted of Auidokinetics Wwise, however I am also well versed in FMod and would be able to use either (or even a bespoke middleware, as the concepts are very similar) for a given project. Team Leading | I am currently leading a small development team, further progressing a title I started a few months ago. The challenges so far have been bringing everyone up to scratch with all of the software and design theory and potentially more difficultly, creating a robust but flexible plan that can accommodate any unforeseen circumstances, which using my own variation on the Gantt system seems to be working perfectly. It is worth noting that while I specialise in game audio, I do have experience in creating and syncing audio for film and other AV media. Given that, I am happy to work on most projects as long the team is good and the ideas and themes are exciting