The Grand Tour Game
For the Grand Tour Game, I mostly handled implementation of video assets, Music and UI. However below are the few sounds I did get to contribute to the project! For the video asset implementation that required me to learn the RadVideoTools Bink compression software as well as build a batch automated dynamic video compression system which would choose the highest amount of compression with the lowest amount of degradation. This was handled by me as part of the audio team do to licensing reasons regarding audio as well as it gave us the control we needed to author the transitions between video and gameplay which was a key aspect of our project.
Gears of War Trailer Redesign
Continuing my studies of AAA Sound Design, I wanted to play with some Alien/Monster sounds. Here I expanded my sound library with some impact sounds and more footsteps as well as leather rustling. For the vocalizations I did a few passes to find the character of the creature and then for post processing it was mostly Little Alter boy and Tremolator with a bit of compression and distortion to drive the impact.
Halo 5 Cutscene Redesign
Looking to expand my skill set into the AAA space, I tried my hand at designing some sounds for a Halo 5 cutscene. 90% of which I recorded myself, a mix of good old vegetable crunch for the impacts, cookie sheet metal footsteps, Dreamcast controllers for the armor rustling and some fireworks for the guns along with a few synths.
Fire Test Recording
Wanting to expand my sound effects library I went out and did a test recording of some fire. With a Sennheiser Me66 heavy wind and birds I now know better times and techniques for recording fire. Right as the sun goes down before the crickets come out and more fuel for bigger flames sound a lot more interesting. As well taking bigger arcs will yield more robust sounding fire waves.
World of Warcraft - Sound Redesign
I wanted to expand my fantasy sound design skills so I took some gameplay footage from world of warcraft and recreated the audio.
This gave me great insight to the potential design processes used for implementing these sounds into the game. Knowing these limitations I tried to craft the audio around visible cues for reference as to what could be implemented.
This gave me great insight to the potential design processes used for implementing these sounds into the game. Knowing these limitations I tried to craft the audio around visible cues for reference as to what could be implemented.
Hereafter - Student Project
Hereafter is a HTC Vive, Steam VR experience.
For Hereafter, I worked as the Audio Director and Sound Designer working with a fellow composer. This project was the first project at DigiPen to use the HTC Vive, Steam VR, and with it came a lot of challenges, mostly with hardware. On the audio side, we were using Unity and Fmod for our implementation, as well as the Oculus Audio SDK. We had some clear goals on this project trying to make it sound realistic and cinematic as it was mostly a narrative game. For sound design, that meant a lot of foley recording of the different objects in game and making them sound more exaggerated than they are in real life. I worked with our narrative designer and voice actor, as Audio Engineer and Voice Coach.
For Hereafter, I worked as the Audio Director and Sound Designer working with a fellow composer. This project was the first project at DigiPen to use the HTC Vive, Steam VR, and with it came a lot of challenges, mostly with hardware. On the audio side, we were using Unity and Fmod for our implementation, as well as the Oculus Audio SDK. We had some clear goals on this project trying to make it sound realistic and cinematic as it was mostly a narrative game. For sound design, that meant a lot of foley recording of the different objects in game and making them sound more exaggerated than they are in real life. I worked with our narrative designer and voice actor, as Audio Engineer and Voice Coach.
Death Trash - Audio mock up
Death Trash is an upcoming post-apoc RPG in horror/cyberpunk/grotesque/trash-talk/sex world
Dev - @talecrafter
www.deathtrash.com
Dev - @talecrafter
www.deathtrash.com
Project N.U.T.S. - Student Project
I was the Sound Designer and Audio Engineer on Project N.U.T.S, with voice actor and artist - Nathan Bernard Hansen. This required working in both logic and protools, coupled with multiple sessions of recording. This project helped get me more use to working with a talent, in addition to working in the studio, which is always fun.
The composer I worked with on this project was Evan Alderete.
The composer I worked with on this project was Evan Alderete.
Cardboard Kingdom - Student Project
On this project, I worked along side Kori Loomis the composer and lead sound designer as a Sound Designer and Audio Engineer.
Kori and I tried to do as much foley recording as we could for this project which gave us the opportunity to explore during some recording sessions. As it takes place in a Cardboard Kingdom we found a lot of different ways of recording cardboard.
(which included sword fighting)
Kori and I tried to do as much foley recording as we could for this project which gave us the opportunity to explore during some recording sessions. As it takes place in a Cardboard Kingdom we found a lot of different ways of recording cardboard.
(which included sword fighting)
Animations
The following are some student animations I worked on as a Sound Designer and some animated shorts I did redesigns for artist Steve Vyas. The composer I worked with on the first of these project was Evan Alderete. We worked closely with the art teams to meet their vision and help give direction with what their projects could sound like.