George Walker

sound designer & composer

sound portfolio

Welcome to my sound design portfolio! You'll find reels for different disciplines, multiple game genres, indie projects, linear redesigns, and some Deep Dives; longer videos explaining my process on particular projects. Across the examples I've used original recordings, sound libraries, Logic Pro, Reaper, Wwise, FMOD, and Unity.

Indie Game Audio Showreel

Here's a collection of audio work I've done on indie projects. Bekka the Bokka's sound design and music was put together using Logic Pro, and the audio system was created directly in Unity with our programmer. For Shellshocked, I worked with another sound designer to allow me to focus on FMOD implementation and composition in Logic. I did additional sound design and audio editing in Reaper, and it was a great opportunity to collaborate with other audio people and work alongside the programmers on implementing FMOD into Unity. In Mouse Musculus, sound design and music was created using Logic, and this was implemented directly by the programmers in Godot. We had a lot of cut content due to time constraints, look out for additional music shared on my site.

Rocket League x Gentlemates

This was a linear sound design project I did as a submission to a collaboration with Rocket League and eSports team Gentlemates. The sound design was commissioned by record label Lofi Girl. It was great fun trying to capture the familiar essence of the Rocket League car and boost sounds between sound libraries and synthesised sounds, and accentuating cuts and the packaging with more abstract sounds.

Elden Ring Redesign

I really wanted to focus in on the details in this short redesign. The close, quiet moment as Malenia is impaled and her blood leaks out over enemy, and the crunchy twisting and petals rustling as her flower blossoms at the end.

Deep Dive: Elemental Magic Audio System

Here's an overview of an audio system I designed in Wwise to allow for magic attack sounds with different elemental layers. Sounds were designed in Reaper as basic attack sounds, and separate elemental layers were created for fire, ice, and lightning. I made a single and triple hit attack, with multiple variations for each. Additionally, I added some ghostly effected vocal efforts, each with a charge and hit, and variations. This all came together in Wwise for a variable attack system with switchable elemental effects on top.

Concord Redesign

Here's a redesign project I did for Concord, using the cinematic announcement trailer. I challenged myself to record and process every single sound in the video from scratch, with objects around my home. No sound libraries, no pre-designed sounds, just a mic, some objects and some plugins. It was a really fun (if time consuming!) challenge.

Halo Infinite Redesign

Using a multiplayer clip made for a different redesign approach, managing the cavernous reverb of the arena, and designing sounds for Infinite's grappleshot equipment.

Alien Isolation Redesign

I focussed a lot on atmosphere in this classic Alien Isolation trailer redesign. I wanted the sparse soundscape to be underpinned by the low hum of the Sevastopol. The harsh fire alarm breaks this quiet as Amanda runs from the Xenomorph and hides out in the tunnels.