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Sublevel Zero:

Sound Designer

Retro Inspired 6DOF "Roguelite" Shooter from Sigtrap Games. For the sound design of this title I used a contemporary mix of 8 bit sounds and modern synthesis techniques to compliment the aethestics of the game. Featuring interactive music by Will Bedford, I implemented and mixed the game's audio using FMOD Studio. Out now on Steam.

TinyKeep:

Sound Designer

I was responsible for all audio assets and implementation, dynamic ambiences, physics/material based SFX, character and combat sound design, playtesting and audio QA. Worked closely with voice actor and composer. Mixed and implemented with bespoke audio pipeline in Unity Pro. Out now on Steam.

Final Horizon:

Sound Designer

Featured on Playstation Plus in December 2014, Final Horizon is a "2 minute tower defence" Sci-Fi title for PS4/Vita. I created SFX using field recordings, sound libraries and synthesis. My responsibilities also included audio debugging, implementation and mixing for both platforms. LPF over distance and slow-motion effects were added in-game.

FMOD Studio Hover Tank:

Sound Designer

A demonstration of FMOD studio using parameters and multiple events. The hover tank is a combination of mechanical sounds, jet engine sounds and synthesis.

Japanese Garden by Ash Statham UDK:

Sound Designer, Music Composer

Implementation of audio assets and interactive music in UDK. I went for an artistic approach for the sound design and music for this project. All the sound effects were acquired from my own field recordings of mundane objects such as lighters and combs for crickets. White noise was used for all ambiences in various ways. I composed the score and used Kismet to script the transitions and interactive elements.

Angry Bots Unity:

Sound Designer, Music Composer

An example of Implementation of audio assets and scripting with uScript in Unity. The theme for the project was "sci-fi Horror". I composed musical stingers and evolving eerie ambiences using recordings of myself whispering nonsense which were then triggered with scripts I made in uScript. the enemy Vocalisations were achieved with heavy processing of screams and vocoders.

Mirrors Edge 2 Trailer (redesign):

Sound Designer

The trailer consists of a combination of my own SFX recording and synthesis along with layers of sample library effects which were heavily manipulated. I recorded glass breaking, various hits and impacts of different materials for the punches and a large leather bag was used for the movement sounds during the fight scenes.

XCOM Trailer (redesign):

Sound Designer, Music Composer

I composed the score in Logic and created the soundscape in Pro Tools for this trailer. The sound effects are a combination of heavily edited sample library effects and my own acquisition of synthesis and foley recordings. For the score I went for a sombre feel for the intro and then a transition to the futuristic orchestral piece.

Brink Choir of Guns Trailer (redesign):

Sound Designer

The aim of this project was to make every gun sound unique. I achieved this by adding different layers for the high, mid and low elements of each weapon. My washing machine guest stars as the mini gun and I added the pitch bended strings for added tension.

Kung Fu Panda (redesign):

Sound Designer

A sound design replacement project from my final year. I carried out foley recordings of chopsticks and bowls for this project as well as sourcing old school kung fu sound effects. The original score by Hans Zimmer was edited and then used accordingly.