Penguin Random House

Editorial Director, Audio

The best stories aren't read – they're heard.

My background is in Audio.
But what matters is how I use it.

I have worked across audio production, sound design, and narrative storytelling at software companies, in podcast production, and in immersive audio projects (both recorded and live formats).

This has trained me to think in key editorial terms:

Structure
Pacing
Performance
Audience Impact

I am drawn to audiobook publishing and scripted audio, where casting, editorial judgement, and commercial thinking not only support creativity but shape stories at scale.

Why audio publishing matters to me

It's personal

Audio is always my first connection to a story, especially in audiobooks, where the performance and the balance of sound changes everything.

Building worlds

Great audiobooks aren't 'let's just add some sound effects'

The attention to detail in casting, pacing, sound design and narration are all editorial tools that shape meaning as much as the writing.

That’s the space I care about.

What I would bring to your team

Understanding the audience

How I think about the listeners

At Krotos, I have worked on audio systems built for creative users, where usability and creativity had to work together.
It has showed me how design shapes and interacts with an audience, and how to use that information to guide editorial decisions and build on our discoverability across the industry.

It has also strengthened how I think about audience-led creative decisions, where what you assumed normally isn't what people actually need.

Commercial & investment awareness

How I think about scale

At Krotos, creative ambition has always sat alongside constraints in that process.
Particularly time and the needs of the audience.

It has taught me that good creative decisions are not always the biggest ones, they’re the ones that best serve the story, audience, and project as a whole.
That mindset is a big part of how I now think about audio publishing.

Narrative structure

Building attention over time

In Gorgon: A Horror Story, I focused on pacing, tension, and tonal progression.
The goal wasn’t individual moments (although these were important) it was sustained attention.

This gave me a strong grasp on structuring the narrative of long-form linear media, thinking end-to-end production and ensuring creative ideas could be implemented properly into the overall structure, without throwing off the story.

The Taxidermy

The Taxidermy

0:00/1:34

Editorial execution & performance judgement

The voice matters

Across my work, I’ve learned that performance is editorial.
Pacing, tone, rhythm — all change how a story lands.
In audiobooks especially, voice carries structure.

In Gorgon: A Horror Story, we took care over the delivery, the tone and the emotion of the narrator , ensuring her character and most importantly her RAGE was clear in the delivery as it was vital to connecting the audience to the bigger story.

Collaborative storytelling & direction

How stories are built

At Cactus City Studio, working on Not a Groupie, I worked across editing, production, and narrative structure.

Each episode needed to stand on its own while still contributing to the wider story we wanted to convey to our audience.
To me, it reinforced how collaborative storytelling shapes long-form audience engagement and what it takes to retain that attention.

Voices that stay with me

Kate Mulgrew
NOS4A2

Luckily I am not from New England so I can’t tell the difference in the pronunciation of the town (which tends to be the biggest criticism of this recording). Still, I thought her performance was incredible. Across such a long, 19-hour recording I never felt the pace become monotone (something so easily done with horror).

Andrew Scott & Asa Butterfield
Chalk Man

After being such a huge fan of the book I decided to listen to the audiobook. I particularly enjoyed Andrew Scotts performance which changed the way I understood the older version of his character, bringing a whole new presence and more chilling undertone to his life. The younger character by Asa Butterfield added an innocence to his perspective but I do agree with the confusion of English and Irish accents being merged - I think I would lean more towards the world around them transporting them to the different times vs different narrators.

Designers that stay with me

Anna Behlmer 
Crafting immersive horror with clear dialogue and powerful sound design.

Leslie Shatz 
Layered, subtle details that bring soundscapes to life.

Mark Mangini 
Bold, cinematic textures. His talk on binaural sound in LA directly inspired my work on Gorgon: A Horror Story.

Ruth Sullivan 
Foley artist whose storytelling-driven sound gives objects character. I had the privilege of interviewing her for ‘Not a Groupie’.

Have any questions?
Please don't hesitate to reach out