SKILLS

Unity <> Unreal Engine 4 <> CryEngine <> Lumberyard

Wwise <> FMOD Studio

Reaper <> Pro Tools <> Ableton <> Nuendo <> Native and Third-Party Plugins

C# <> C++ <> Unreal Engine Blueprints <> MAX/MSP <> PureData <> MATLAB <> Python

Sound Design <> Sound Editing <> Field Recording <> Dialogue Editing <> Foley <> Ambisonics <> Binaural Audio <> Mixing & Mastering

- Download my CV here -

EXPERIENCE
 

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WORK

 

CITIZENCON 2021

- THE SOUNDS OF SPACE -

 

During the 2021 CitizenCon event, I was fortunate enough to sit alongside Graham Philipson, the Lead Audio Programmer at Cloud Imperium Games (CIG). The panel talk discusses the recent developments the programming team has made with CIG's proprietary audio tool - Claudius. The tools aims to streamline the workflow of the designers within the audio department, helping us to continue supporting the increasing demands of both Star Citizen and Squadron 42.

STAR CITIZEN

- ORISON WIND SCULTPURE -



 

Part of my work on Star Citizen included sonifying one of the monuments located on the commercial platform on Orison. This video demonstrates the sculpture resonating with the procedural planet wind and sonically changing around various parts of the strucutre. Moreover, the design was created in such a way that it would support and hormonize the musical pieces provided by Pedro Camacho for both Orison and Crusader (the gasious planet located in the staton system within the perpetual universe of star citizen).

STAR CITIZEN

- CRUSADER STARLIFTER SHIP AMBIENCE -

 

My introduction to ships in Star Citizen included supporting interior ambiences for the Crusader Starlifter (and variants). All assets respond to a variety of parameters, giving an almost modular synthesis approach to designing the ambiences.

STAR CITIZEN

- PLUSHY PHYSICS PROPS-

 

The addition of several plushy props across the last few releases gave me the opportunity to dig into the physical audio system. It was imperitive to give these props character, through vocalisations and sonifying the exterior material and interior composition.

STAR CITIZEN

- CRUSADER PROCEDURAL PLANET AMBIENCE -

 

STAR CITIZEN

- DYNAMIC DERELICT SHIP AMBIENCES -

 

One of my first tasks on the project was to support the derelict ships found across the stanton system. It was imperative to have these explorable areas react to the procedural planet ambience. For example, as the planet wind increases, the experience inside the derelicts becomes more intense.

With the addition of Crusader, I was responsible for expanding the procedural planet ambience system to support gas giants. Moreover, it was crucial to cover the vegiation found across several of the platforms in Orison. These elements, when properly balanced, give life to the vast and cloudy planet.

RE-DESIGNS
 

S.T.A.L.K.E.R. 2: HEART OF CHERNOBYL

- GAMEPLAY SOUND REDESIGN -

 

A sound redesign of GSC Game World's trailer for S.T.A.L.K.E.R. 2: Heart of Chernobyl.

A sound redesign of Guerrilla Game's Horizon Foribbiden West.

HORIZON FORBIDDEN WEST

- GAMEPLAY SOUND REDESIGN -

 

HELLBLADE: SENUA'S SACRIFICE

- GAMEPLAY SOUND REDESIGN -

 

A sound redesign of Ninja Theory's game Hellblade: Senua's Sacrifice.

PROJECTS
 

MYTHOPIA

- SUMMONABLE DOOR PORTAL -

 

Mythopia is a first person adventure game that uses Unity and FMOD Studio. My role on the project so far has been supporting all the Sound Design, setting up the Fmod project and all the scripting to hook events. The game is quite physics based, giving me a lot of opporunity to creatively sonify how objects react to the player and the world around them.

GLOBAL CONFLAGRATION

- PLAYTEST FOOTAGE -

 

Global Conflagration is a Unity game that uses FMOD studio for audio. My role on the project so far has been supporting all the Sound Design, setting up the Fmod project and all the scripting to hook events. All weapons have multiple variants based on distance so that the player can deduce how far away events are taking place. The game is still in early development and there is still much to do!

BEYOND SKYRIM: ELSWEYR

- SAND FOOTSTEPS  -

 

Beyond Skyrim is a modding project for Skyrim. My role on the project so far has revolved around design and support, giving feedback and creative direction to the other designers. The video showcases some of the heavy armor sand footstep variants I made for Elsweyr. Audio implementation is achieved through the Creation Engine developed by Bethesda Game Studios.