Linear Sound Re-Design Demo (Borderlands 3 Game Trailer)
I did all mixing and sound effects. Mixing was done in Reaper. All magic, laser gun fire, and robot effects were designed in Reaper and Serum. The remaining sounds were designed by using my own as well as other libraries and modified to be unique. I also did the voice acting for all humans except crowds though I am in there laughing and yelling. Also did voice acting and effects processing for all robots (including Claptrap), and creatures (including birds).
Linear Sound Re-Design Demo (Prey Game Trailer)
I did all mixing and sound effects. Mixing was done in Reaper and sound effects were created by using Reaper, Serum, Reason, my voice, and my own as well as other sound libraries (modified for uniqueness). I also did some voice acting to showcase effects processing to simulate an intercom. The sound design for the Typhon (creatures) were done to portray their semi-solid form; characteristics of solid, liquid, and gas. To do this I created an organic but unrecognizable sound with a sense of motion and creepiness.
Sound Design and Implementation Demo (Unreal Engine and Wwise)
This demo originated from a course on Udemy for learning Unreal Engine and used only Blueprints for the audio. The completed course was set on only a barren Martian surface so I had to add more sound sources and move the audio into Wwise.
To demonstrate switches for materials, random containers, and spatial audio, I expanded the environment by building an industrial exterior and interior. This allowed for a variation of footstep surfaces as well as shootable surfaces like the spider ants, metal, and the rock right at the start of the demo. A trigger volume was used to control the desert wind ambience and the door interaction.
All sounds are original or modified from a library for originality. Reverb zones were added in the interior hallway and a couple more to simulate increasing reverb in a larger space. To add a story, I did some voice acting with effects processing to simulate a communication device.
About
I’m an experienced sound designer and audio implementer working in the gaming industry. Being a sound enthusiast and a gamer brings two of my lifelong passions together into a role in what I believe to be the most exciting and creative blend of art, education, and entertainment.
Throughout my years of appreciation, study, and practice, I understand the importance of using sound or no sound to complement what is seen or not seen. All while achieving high quality results so the player or viewer can have an immersive and satisfying experience. I also understand the value of team work, different perspectives, and productive criticism. And especially the value of keeping positive while meeting tight deadlines.
There are countless influences through the decades that drove me to pursue sound design. Not only games and cinema but also music and the plethora of sounds experienced day-to-day. How some sounds heal and some cause fear. And being highly influenced by synthesizers throughout my life made sound design the perfect profession. I’m excited to keep learning and collaborate with others as we cross paths.
Recent Activity
The Lamplighters League (Harebrained Schemes)
I did sound design and audio implementation. The Lamplighters League game is a mix of real-time and turn-based strategy with a character-driven story. Release date is October 3, 2023.
Muted Stories 4
One of my field recordings was included in the fourth installment of Muted Stories from and/OAR, which is a publisher and internet mail order shop specializing in environmental sound and various forms of avant-garde sound art. This is one of my favorite recordings where I taped hydrophones to a floating aluminum bridge connecting to a pier in a lake. The wind picked-up and brought in just enough waves to cause the wonderful structural sounds heard. Link is here (Bandcamp) if you want to check it out.
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