Projects

This is a compilation of the creative and technical sound design I have contributed to the early access title: The Forever Winter.

The Forever Winter is an Early Access online co-op tactical survival TPS. You, The Scavs, must loot the dead and shoot your way through waves of enemies to survive under gargantuan war machines. At Fun Dog Studios I am employed as a Sound Designer. I support game design, art direction and storytelling with creative sound design. I take ownership of technical audio including: music design, audio features and implmentation.

The Forever Winter


Redesigns

The Last of Us: Part 2

In this redesign I focused on creating audio which is cinematic and provides feedback to the player. The “monster” vocalsations for example are created to inform the player of different states: ambient, aggro and pain. To create a unique sounding monster; I mixed human vocalisations with Ptarmigan recordings.

Star Wars: Rancor

My focus was to create source for the Rancor’s roar. I recorded the scratching of a cardboard box with a contact mic, a drainage system and a kettle boiling with a condensor. Using the recorded source and the film Return of The Jedi as referenceand, I took the design in my own direction while staying true to the orginial design.


Doom: Super Shotgun

When desigining weapons I tend to gravitate to making them loud and transient. This can distract from the character. In this redesign I wanted to create powerful lowend with character. This was achieved through mech layers and using source which aren’t gun sounds. I used lots of metal clangs and recordings from an old type writer.


Technical Demonstrations

Async Ambience System

Using Unreal 5 and MetaSounds I have created a system that asynchronously manages ambience, emitters, reverb and occlusion


Rent’s Due

Music, Sound Design and Implementation for Game Jam: Juice Jam 2 using Unity and Wwise.