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My Story

I’ve always believed that sound is more than something we hear, it’s something we feel.

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My journey started when I was nine, playing guitar and singing. I performed in concerts early on, and that was the first time I truly connected with an audience, a crowd full of people who, like me, were moved by sound. That experience showed me something powerful: sound brings people together, no matter their differences. It enhances our lives, strengthens our experiences, and creates a shared emotional language that goes beyond words.

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As a lifelong lover of film and video games, I began to notice something powerful, sound didn’t just accompany the story; it carried me through it. It transported me into fictional worlds, placed me in the shoes of the characters unfolding, and made me feel exactly what they were feeling. Sound pulled me away from reality and allowed me to fully experience stories in the most immersive way possible.

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While watching films or playing games, sound made me laugh, cry, feel fear, or hope. It strengthened my sense of empathy, letting me connect deeply with every character, no matter how different from myself. That emotional journey is what inspired me the most. What I want now is to create the same kind of experience for others. Through the projects I work on, I want to take the audience on a journey, to pull them into new worlds, make them feel, and share in those complex, human emotions through sound.

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After graduating from UBC with a degree in Business, I followed what I always knew was my real path: sound. I studied sound design professionally and began working on podcasts, films, music projects, and indie games. Whether I’m designing SFX, recording dialogue, creating ambiences, or mixing music, my focus is always the same, building emotional, immersive experiences through sound.

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Now based in Vancouver, Canada, I work as a sound designer, musician, and storyteller. I blend technical craft with creative intuition to make soundscapes that elevate stories, build worlds, and resonate with audiences long after they’ve listened.

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