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December 21, 2025

2025 in Review


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As the year comes to a close and with winter break just around the corner, I'm taking some time to reflect on what has been a year full of new experiences, adventures, and just a lot of lucky circumstances. When I decided to abandon my quest to establish a musical career and pursue sound design for games in late 2022, I could not have foreseen where I would be just three years later. From constantly dealing with imposter syndrome to coping with the current state of our industry, I was prepared to spend a long time freelancing while working odd jobs to make ends meet. I just figured that if I pursued this dream of mine with everything I had, it would hopefully yield some professional opportunities in the near future, no matter how small. My wife Sarah has been my greatest supporter in this journey and the main reason I was able to be so dedicated about making it happen.

After 2 years of working with small indie teams and volunteers, 2024 saw my first publisher-affiliated project that myself and Giant Light Studios were working on until it was sadly canceled in late 2024. Right on the heels of the news that we'd been canceled came a job listing that would completely change my career: Audio Implementer wanted at Sucker Punch Productions. It was one of maybe 4 job listings I had even applied to that year, and I made sure that I gave it 200% as it seemed too good of an opportunity to pass up - even if it were to only last for the 3-4 months originally listed in the job description.

I replayed Ghost of Tsushima and the Iki Island expansion in their entirety, learned new tools like Maya, set up personal game engine practice projects to hone my skills in the areas listed in the posting, and took lots and lots of notes. A number of interviews later, their offer arrived on December 22nd - what a way to end the year. For the first time since I left Germany in 2018 and closed the small recording studio I used to run, I was now going back working in audio full-time again.

Sucker Punch Productions

It is no secret then, that Sucker Punch Productions has been where I had been spending most of my time this year. As an audio implementer, my primary responsibility on Ghost of Yōtei has been owning audio implementation for gameplay animation across combat, traversal, interactions, and occasional in-camera cutscenes. The bulk of that work was done using an ingenious set of in-house tools that allowed fellow audio implementer Jessie Chang and myself a great deal of creative freedom and sound shaping possibilities right within the animation tagging workflow. You can find some more info on the tools and pipelines that made this possible in this A Sound Effect Deep Dive!

In the 8 months from me joining the team to the release on October 2nd, I touched somewhere in the neighborhood of 8,000 to 10,000 individual animation clips which include Atsu's own combat move set as well as most enemy types you'll encounter around Ezo. The Foley in Ghost of Yōtei is something that truly sets this game apart from so many others with similar settings and characters and I'm beyond proud to have played a part in realizing some of the incredible sonic details that can be heard all over the game.

To top it off, as of today, Ghost of Yōtei has won awards for Best Audio Design at the 2025 Golden Joystick Awards and the 2025 PlayStation.Blog Awards. and has been nominated for Best Audio Design at The Game Awards as well as numerous non-audio accolades.

Ghost of Yotei won Best Audio Design at the Golden Joystick Awards

Theater Debut

Another first for me this year has been making my debut as a sound designer and composer for theater with the premiere of Ada by playwright Aeneas Sagar Hemphill, directed by Naomi Campbell, realized by a professional team of designers, and brought to life onstage by students and crew from Babson College's Empty Space Theater.

Challenging myself to work in the half-linear-half-interactive nature of stage performance, rekindling my love for Reason (DAW), and learning QLAB during tech week has been an awesome experience that I wouldn't trade for anything, and I truly hope that I'll get to do it again very soon. If you're curious about the piece, the crew, and my process, you should check out this blog post!

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We wrote a Book?!

While the work on it mostly happened in 2024, 2025 saw the release of my first "author credit" (to put it in video game terms) with Elevate Your Audio Production with REAPER. This comprehensive guide to the infinitely awesome DAW has been an absolute blast to work on and thoroughly reawakened my passion for technical writing.

While the bulk of the book was written by Marco Galvan, I was asked to contribute chapters on sound design, working with video, and podcasting which I structured to feature both helpful workflow guides as well as industry insights that provide a better perspective on these disciplines within the greater context of the book. Whether you're new to REAPER, switching from another DAW, or would love a readily accessible reference, this book might just be for you!

Free Guides

With the game industry and job market being in the state they are in and motivated by a newly reawakened passion for technical writing, I decided it was time to share more of the sort of information that I would've found helpful when starting out myself. With so much knowledge gated off by paywalls and a lot of "premium content" preying on inexperienced folks by promising rapid results or industry connections, I strongly felt that anything I share should be accessible to everyone, regardless of how comprehensive these resources would be. The result is two massive guides and new blog posts that have one goal: Empower you with the tools and knowledge to deliver your best audio work every day.

The Ultimate Guide to REAPER Tools for Game Audio is an exhaustive guide on most of the REAPER extensions, scripts, and somewhat hidden features I use in my own work every day, always updated whenever I add new tools to my arsenal and featuring examples on what they can be useful for. Originally written as an A Sound Effect published blog article, this guide has continuously expanded and is now a mainstay of this website.

The Game Audio Toolbox features a ton of tools that help you level up your workflow outside of the DAW and stay on top of your due diligence. What you'll find here are sound library managers, productivity apps, Windows extensions and alternative file managers, project and sample instrument converters, apps that make creating multi-sampled libraries for Kontakt & co a breeze, and much more. The goal here was to equip you with tools that make every aspect of your work as streamlined as your work in the DAW.

Game Audio Explained is a guide that a number of industry pros and myself have written for A Sound Effect which provides TONS of info on anything from crafting an effective showreel, to different job paths and positions within game audio. It's a great primer for those new to the industry, and a great reference for those with a couple of projects under their belt.

Mentorship

Another new endeavor for me this year has been taking on game audio mentees and having meaningful conversations on everything from skills to career development and everything in between. Being able to give back to the audio community in this way has been incredibly rewarding and I can't wait for more conversations with folks that share my passion for all things audio.

The biggest reason that I fell in love with game audio so early on in my journey has been the incredible game audio community. Wherever I went, I was always met with curiousity, care, and warmth in ways I had never experienced elsewhere. It is only natural then, that I wanted to give back by offering my time and lend an ear to those who come next.

Game Audio Boston

My second year as a co-organizer of the networking group Game Audio Boston has been full of high notes with 11(!) exceptionally generous speakers including Akash Thakkar, Sabrina Fedele, Aaron Cendan, and Greg Lester sharing their insights and stories in our monthly virtual meetups. We also hosted two in-person meetups: At the inaugral Boston GameDev Week where Duncan Watt hosted a talk about the audio systems on Five Nights at Freddy's: Security Breach. To wrap up AirCon 2025, we hosted an in-person meetup attended by folks from all over New England.

We're extremely excited for carrying this momentum forward into 2026 with more talks, interviews, meetups, and community outreach that helps connect both seasoned and aspiring game audio pros across New England.

Musical Releases

Last but not least, I also released some music for the first time since 2021 with a 70-track beat tape that features beats and musical experiments made between 2009 and 2022, and an EP featuring my favorite musical vignettes I created for the theater piece Ada. These are exclusively available on Bandcamp for the time being and might eventually make their way to streaming platforms (excluding Spotify).

Having found my calling in the world of sound design and post production has also meant that I can finally view music primarily as a passion again. It's amazing how much weight this career shift has taken off of my shoulders and it has been really rewarding to finally be able to make and release music without any of the anxieties of trying to make it my full-time career.

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Looking Forward

It's hard to sum up everything I've been thankful for this year in one post but in closing I can confidently say that 2025 has been a life-changing year for me. None of this would have been possible without the incredible support from my wife, my family, the game audio community (especially on AirWiggles and LinkedIn), my incredible team at Sucker Punch Productions, and all of you reading and sharing my posts, guides, and work.

I'm eager to push myself further next year, dedicate more time to learning new skills and furthering my scripting and programming chops, creating new interactive audio reels, finally taking a deep dive into modular synthesis, and sharing more freely available resources with the community at large. I hope you'll be along for the ride and that I get to meet more of you online and at conferences in 2026!

Sarah and I at The Game Awards 2025
Sarah and I at The 2025 Game Awards

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