Contract audio programming across game engines, DAW plugins, and custom tooling
Two years as a Software Engineer at IGT, shipping regulated commercial games (UK B1/B3) under strict compliance standards. Highlights include the first successful migration of a major feature to a new proprietary math system after an earlier attempt had failed, and fixing a production audio bug that had caused newer games to fail a regulatory test. That background in shipping reliable, tested, production-grade work now runs through independent projects spanning JUCE plugin development, Wwise game audio integration, and custom desktop tooling, all grounded in psychoacoustics.
Full Wwise pipeline work in Unity: adaptive music, RTPC systems, SoundBank architecture, spatial audio and occlusion, surface-based switching. Backed by 6+ years of Unity and C# development, including two years on shipped, regulated commercial titles at IGT, plus hands-on Unreal Engine experience.
You get: a working Unity scene, the Wwise project set up and documented, and implementation notes so your team can extend it.
VST3/AU plugin development in C++ with JUCE, from the DSP core to a clean, functional interface built from standard JUCE controls. Particular focus on psychoacoustic processing: masking-aware EQ, perceptual spatial effects, loudness-based dynamics.
You get: a working VST3/AU build with a plain, functional UI, the source code, and notes on parameters, DSP structure and known limits. A custom-designed UI is quoted separately, or you can bring your own artist.
Standalone desktop tools that plug into an existing workflow: curve editors, batch analysis utilities, format converters, pipeline automation. Comfortable working across the C#/C++ boundary (WPF + native DLL via P/Invoke) when a job needs both a real UI and native-speed processing.
You get: a working tool with its source, a short user guide, and a build your team can run without my help.
Browser-based audio analysis, visualization, or interactive demos using the Web Audio API, canvas rendering, or C++ compiled to WebAssembly. Useful for client-facing tools, internal QA utilities, or educational and marketing demos.
You get: a working browser tool or demo that you can host yourself, plus the source.
Tracking down audio bugs, testing whether an approach will work before you commit to it, or prototyping a risky idea. A small, scoped way to start working together.
You get: a written findings summary, a reproducible test case or working prototype, and a recommendation for next steps.
A short call or written brief to pin down what the deliverable actually needs to do, and what "done" looks like.
Regular check-ins on progress rather than a single delivery at the end, so a wrong turn gets caught early.
Real-world testing against the actual use case, not just a happy-path demo.
Documented code, a clear handoff, and availability for follow-up fixes.
Send over what you're working on and what you need. Happy to talk through scope, timeline, and whether it's a good fit.
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