sound portfolio
Welcome to my sound design portfolio! You'll find reels for different disciplines, multiple game genres, indie projects, linear redesigns, work-in-progress screencaps, and some 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. Some clips represent works in progress. Game content and audio are subject to change prior to final release.
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.
First Class Rescue - Stamp Equip SFX (WIP)
Quick screencap of some work-in-progress trinket equip sounds made for First Class Rescue. The in-game Stamps are trinkets to modify your build, and these are the sounds that play as you equip each one. Inspired by Hades' great Keepsake system, we have a general sound that triggers for every equip, and it plays a nested event to add a unique sweetener layer relevant to the selected stamp via a labelled parameter. The main sound is a combination of chimes and white noise sweeps created in Phase Plant, and recorded cartoony licking and tape stretch sounds, while the sweeteners are a range of animal sounds, fabrics, whooshes and other layers to hint at both the name and the function of the selected stamp. The footage shown represents a work in progress. Game content and audio are subject to change prior to final release.
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 her enemy, and the crunchy twisting and petals rustling as her flower blossoms at the end.
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.
Halo Infinite Cinematic Redesign
This short redesign was a fun look at chaotic battlefield sounds and heavy, impactful foley. I used Phaseplant for the plasma guns, blending synthesis, gun samples and percussion samples... and lots of distortion.
Seashell Chests (WIP)
Quick look at some work-in-progress underwater seashell reward chest sounds made for an RPG project I'm working on. Plenty of organic layers to sell the seashell element, a granular bubble riser made in Phase Plant, and some extra juice and swooshes for a rare chest, and ones containing currency rewards.
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.