Sound Re-design for Battleship
A full cinematic re-sound built around impact, scale and spatial detail.
Crafting Sound That Moves Stories●Film, Game & Narrative Audio — Manchester, UK

03 / CAPABILITIES
From clean dialogue to designed worlds and final immersive delivery.
Clean, natural dialogue — from recording and sync to restoration and mix-ready edits.
Original effects, Foley and sonic worlds built to support story, pace and emotion.
Balanced, immersive mixes that translate confidently across cinema, broadcast and interactive formats.
04 / Selected work
05 published sessions
05 / Motion reels
Re-sounds, field recordings and behind-the-scenes sessions. Tap any frame to listen.
A full cinematic re-sound built around impact, scale and spatial detail.
Inside the process — recording the source, shaping it, and delivering it production-ready.
VERTICAL CUTS / SHORT FORM
06 / MONITOR CHAIN
SCROLL TO ORBIT
Nearfield studio monitor. The reference speaker used to judge dialogue, effects and spatial balance before a mix leaves the room. Its woofer responds to the live site audio.
07 / About
Clear dialogue. Designed impact. Immersive space.

FIELD REC / SOURCE 01
I work on the part of a film you are not supposed to notice. The door that sounds like the room it is in. The line of dialogue that survives a bad day on set. The corridor that makes you slow down before you know why. I started on a Bengaluru recording floor, cutting multi-language dubs to picture, and moved through Foley and sound design into audio post at scale — two years of quality assurance at Pocket FM, including Saving Nora, an audio drama with more than 500 million plays. An MSc in Audio Engineering at the University of Hertfordshire pushed me sideways into game audio, where a mix has as many timelines as the player invents; my final project, an interactive horror soundscape built in FMOD and Unity, finished in the top three of my cohort. I am now in Manchester with 344 Audio, designing original sound-effects libraries — recording the source, tagging it to UCS standard, and packaging bundles that other designers build their own work on. The thread through all of it is the same, whether it is cut to a locked timeline or handed to a game engine: clear dialogue, designed impact, immersive space.
08 / Experience
A career rendered as a multitrack session. Open any region for its notes.
Oct 2025 — NOW
344 Audio · Manchester, United Kingdom
Oct 2024 — NOW
VibeHub Studios · India (working remotely from United Kingdom)
Apr 2023 — Nov 2024
Pocket FM · India (worked remotely from United Kingdom)
Oct 2023 — Sep 2024
University of Hertfordshire · United Kingdom
Aug 2022 — Dec 2023
VibeHub Studios · Bengaluru, India
Jul 2021 — Aug 2022
VibeHub Studios · Bengaluru, India
09 / Education
University of Hertfordshire, United Kingdom
CMR University, Bangalore, India
10 / Toolchain
The systems behind the sound.
INSERT 01 / Avid
INSERT 02 / Apple
INSERT 03 / Firelight Technologies
INSERT 04 / Audiokinetic
INSERT 05 / Unity Technologies
INSERT 06 / Epic Games
INSERT 07 / iZotope