
GAME AUDIO · INTERACTIVE SYSTEMS · IMPLEMENTATION
A few games I’ve worked on, and the audio systems, sounds, and implementation behind them.

PC · WWISE + UNITY
Sound planning, implementation, mixing, and optimization for a third-person action shooter.

MOBILE · FULL AUDIO PIPELINE
Complete sound creation, implementation, optimization, and marketing audio for a puzzle game.

PC · ATMOSPHERIC HORROR
Sound design and reactive audio systems for a haunting sci-fi horror game set aboard a drifting spaceship.
Open to contract and part-time work now, and full-time Technical Sound Designer roles from August 2027.
Based in Vancouver, BC · open to on-site, hybrid, remote, or relocation.

I’m a technical sound designer focused on making expressive, interactive game audio. I work on sound design, recording, middleware implementation, gameplay systems, and mixing.
My audio journey began in music production in Istanbul and led me to Vancouver, where I studied Sound Design at Vancouver Film School. My background in instruments, music, and psychoacoustics continues to shape how I build sound for games.
I work across the audio pipeline, from prototypes to shipped games. My toolkit includes Unity, Unreal Engine, Unreal Blueprints, Python, C#, Wwise, FMOD, MetaSounds, REAPER, Nuendo, and Pro Tools. I focus on building responsive systems and collaborating across audio, design, and engineering.