SOUND DESIGN
Trailer – “Three Kingdoms”
This video was created for the video game’s promotion before launch. I was responsible for:
- Sound Design
- Audio Mix & Master.
Music By : Daniel Sadowski
UNREAL 4 – VR – Personal Project
Currently a WIP v3 – There are improvements coming!
I was responsible for:
- Creation of original SFX for all audio.
- Replacement of New UE4 Audio Engine with WWise Integration.
- Scripting audio and bot behaviors in Blueprints
- Real time saber audio – movement, rotation, interaction with ground, interaction with turret bullets.
- Variable Saber starting sounds (not using single shot sounds)
- VR audio setup & mix
- Modeling and Scripting of Bot Behavior including randomized targeting and tracking player with ‘eye’
- Audio Mix & Master.
Archeage – “What If Trailer” Production
This video was created for the video game’s promotion before launch. I was responsible for:
- Sound Design
- Audio Mix & Master.
Bloody Zombies : PC, PS4, XBox 1, Switch, Steam VR
I was responsible for:
- Sound Design
I was brought on to replace most of the sfx and create new assets for combat, destruction, zombies creature design, game props and some ambiances.
Music was composed by Daniel Sadowski
ATLAS REACTOR
I was responsible for:
Audio Direction:
- Audio middle ware authoring : Fabric for Unity
- Mentor sound team and review all audio work.
- Audio integration into tools, audio workflow and pipeline.
- Game Mix
Sound Design:
- UI, Pickups
- Technical sound design.
- 5.1 ambiances
- Ability and Foley audio for characters: Asana, Pup, Su-Ren, Garrison, Lockwood, Zuki, Oz, Quark, Rask, Kaigan, Orion, Helio, Blackburn, Gremolitions Inc, Aurora .. more
- Audio Implementation
Music:
- Composition of theme and in-game music.
- Mixing and mastering of music assets.
- Technical design of adaptive and non-linear music system
- Implementation of music assets and testing transitions.
- Remix music for TV advert.
Voice
- Sourcing talent
- Booking studios
- Directing recording sessions
- Script writing / editing
- Editing and processing VO.
- Implementation of VO into game.
Miniscule Re-Post Production
This video was created only to demonstrate my sound design, music editing and mixing skills. I was responsible for:
- Recording original assets & sound design of elements
- Choice of music & music editing to tell a story
- Audio Mix & Master.
The music is made up from 3 songs I found by Cem Oslu – a quite brilliant composer. His material is here: https://soundcloud.com/cemoslu
TROVE – Trailers
I was responsible for:
- Audio Direction
- Voice Direction & Editing.
- Sound Design
- Composition of original music for each trailer.
- Mix and Master
TROVE + GEODE Expansion
I was responsible for:
- Audio Direction & Vision holder.
- Technical design of all audio systems : water, weather, creature and ability implementation systems.
- Design of audio mix and class inheritance architecture.
- Authoring of audio in WWise.
- Implementation of WWise hooks into game.
- Stylized sound design of all sound design elements: creatures, UI, ambiances, abilities, mounts, weather.
- Performed 95% of creature and mount voice acting, processing.
- Music direction, all music composition, music mixing, technical musical implementation, interactive music design for select features such as musical dragon, Radiant Heights flight mode, Ocean music.
- Composed music and implemented assets for progressive Mag Cart system. Composed remixes of these tracks for Easter egg versions of Mag Cart systems and implemented for players to find.
- Creation of instruments for music block system.
- Programming C#: day night system, inside / outside system, additional game hooks into JSon script through C# as needed.
- Work with engineer to integrate audio hooks into tools.
- Pipeline and audio work flow.
- Game Mix
RIFT – Volan Battle Event
This is one major scripted battle in the whole game.
I was responsible for:
- Audio Direction
- All sound design & technical implementation of all elements.
- Volan creature sounds and processing (not spoken dialog)
- Music direction & technical implementation across multiple cues and multiple combat states.
- Game Mix
- The music changes between different cues triggered at different stages during the battle.
Note: I was not responsible for the spoken VO in this video that was a separate system.
RIFT – Music Implementation
This example of music implementation was created to create a non-repeating sound track where all the elements were designed to self-compose at run time.
- Multi-stem
- Randomized Segments
- Randomized Mix
I was responsible for:
- Music direction
- Music editing
- Technical music implementation
- Adaptive ambiance design & technical implementation
RIFT – Various Sound Design 2012 Video
I was responsible for:
- Audio Direction & Vision holder.
- Sound Design of ambiances, creatures, spells, props, rifts, UI
- Field recording of sounds.
- Set up and implement environment presets for reverb / delay.
- Technical design of all game audio systems – Unique non-binary footstep system, water system and character interaction with water, weather system, creature audio, adaptive and procedural music systems, dialog system.
- Work with engineer to integrate audio into tools.
- Implementation of audio assets into WWise.
- Implementation of Wwise events into game.
- Music direction & technical implementation across multiple cues and multiple combat states.
- Game Mix
League Runners iOS
I was responsible for:
- Music Composition
- Sound Design
- Game Mix
This title I brought an oldskool console feel to the audio based on Commodore Amiga, Nintendo 64 and Sega Mega Drive games.
Death Jr 2 – Root Of Evil (Wii)
I was audio lead on this project for Wii – and additional sound designer on the PSP version. I was responsible for:
- Creatures (psp & wii)
- Ambiance design and implementation (wii)
- Weapons (psp & wii)
- Game Mix (wii)
- Post production of in-game weapon instruction videos
- Wii suround audio engine and dual screen audio feature design and testing
- Testing and game audio scripting / debugging.
Cube – Student Animation
I saw this awesome demo from a colleague of mine and decided to provide audio for it.
Light Saber – audio design & performance.
Scavenger – PS2
I was audio lead on this project demo which was not brought to publication.
I was responsible for:
- Vehicle Sound Design
- Vehicle technical implementation
- Impacts & explosions & debris.
- Game Mix
- Mentoring and managing another in-house sound designer who helped handle VO, weapons, ambiances and UI
DARKWATCH – Trailer Remake
This project was done back in 2005 after completing a diploma in Audio Engineering – it was created only to demonstrate my sound design, voice acting, music composition and mixing skills and used for job applications.
I was responsible for:
- Recording original assets & sound design of elements
- Voice acting – creatures and spoken
- Composition of background track
- Audio Mix & Master.