Sound Design Breakdowns
(Click bottom right of each video to mute/unmute)
Small Source Sound
Using a single small source sound to create a more intricate final sound using processing chains
Some examples of vocal effect processing in Logic Pro X.
Sketchfab Gun Re-design
Recording and designing sound from scratch for a sketchfab gun animation by Haydn Cooper
A re-design of a clip of Overwatch's Brigitte using original source recordings and library audio.
Spit Plant Re-design
Video game sound replacement using Wwise + Unity
Box Fan Portal Sound
Creating a portal "shimmer" loop using just a box fan source and processing chains, implemented into Unreal Engine 5.
Halo Infinite Trailer Re-design
A breakdown of how I organized the layers of this re-design based on distance/focus- starting with Atmosphere/distant backgrounds, then adding closer backgrounds, foley, and finally special effects and foreground sounds.
Berlin International Film Scoring Competition
2021 Submission (Sound Design)
Breakdown of my submission to the 2021 competition, consisting of removing and re-adding all sounds to the 4 minute short film Genesis.
The competition allowed me to experiment with creating sounds typical of the sci fi genre, including vehicles, robotics, creatures, and energy SFX.
My full redesign of the film can be found here
Above: the first scene of the film, broken into atmosphere and SFX/Foley layers
Left: the lizard and robot characters in the film meeting for the first time. From a sound design standpoint, an interesting juxtaposition of organic and artificial.
Game Audio Implementation
Dialogue Replacement (Wwise/Unity)
A full playthrough of a dialogue re-design using the Wwise Adventure Game from Audiokinetic's Wwise Certification courses.
Simple Audio Emitters/Triggers (UE5)
A looped emitter with distance attenuation sphere (radio), a simple oneshot trigger, and a trigger with randomized array (dialogue lines) using Unreal Engine 5 blueprints and meta sounds.
Exploration/Combat Music (FMOD)
An adaptive music loop that switches between "exploration" and "combat" states depending on enemy proximity. An example of Vertical Layering adaptive music.
Adaptive Music System (FMOD)
A music system for switching between "calm" and "combat" game states using a combination of horizontal re-sequencing and vertical layering.