Peak Rhythm
A VR rhythm-climbing game with original music, beatmapped grip patterns, custom tooling, and a player-facing level ecosystem.
- Role
- Tools Programmer & Audio Lead
- System
- Unity / FMOD / C#

I build interactive systems for games, screens, and physical spaces.
A VR rhythm-climbing game with original music, beatmapped grip patterns, custom tooling, and a player-facing level ecosystem.

Live demographic data becomes country-scale particle systems and continent-specific Ableton triggers.
Placeholder for SCAMMER, Mirage, or Ergometer once documentation quality decides the strongest public story.
A web app and cistern-based exhibition piece that turns absurd quantified-self data into a memorable physical interface.
A current AI/audio demo combining Discord, Whisper transcription, retrieval, and conversational responses.
I move between sound, code, visuals, and physical interaction. The through-line is interactive systems: things that respond, perform, teach, and feel alive under someone else's hands.
Current focus: audio middleware DevRel, developer tools with audio as the differentiator, and creative technology projects where the system itself has a point of view.
Teaching game and interactive audio from a practical production angle.
Physical, screen-based, and sound-led work shown in public contexts.
Explaining technical systems by building the thing people can touch.
Archive candidate installation. Promote to featured if the footage tells the clearest story.
Archive candidate installation. Promote to featured if the documentation is strongest.
Archive candidate installation with a physical interaction hook.
Archive title card for a past exhibition or event project.
A recurring-output music and creative practice archive entry.