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As a Sound Designer at Meta, I led the audio vision for many features within Horizon Worlds on the Quest platform, helping shape immersive VR and MR experiences. From crafting audio for the New User Experience and Portal Travel to in-app games and early MR prototypes, I designed soundscapes that made virtual worlds feel alive and engaging.
I collaborated closely with engineers, designers, and product leads to solve complex audio challenges and ensure every system performed smoothly across platforms. Highlights include developing accessibility-focused audio features, directing full voice-over pipelines, creating ambisonic and mono sound content, and writing best practices and onboarding guides.
My work on Horizon Worlds was all about making audio that isn’t just heard—it’s felt, helping users connect, explore, and fully immerse themselves in VR.
As a Sound Designer at Meta, I led the audio vision for many features within Horizon Worlds on the Quest platform, helping shape immersive VR and MR experiences. From crafting audio for the New User Experience and Portal Travel to in-app games and early MR prototypes, I designed soundscapes that made virtual worlds feel alive and engaging.
I collaborated closely with engineers, designers, and product leads to solve complex audio challenges and ensure every system performed smoothly across platforms. Highlights include developing accessibility-focused audio features, directing full voice-over pipelines, creating ambisonic and mono sound content, and writing best practices and onboarding guides.
My work on Horizon Worlds was all about making audio that isn’t just heard—it’s felt, helping users connect, explore, and fully immerse themselves in VR.
Kent, WA 98042