Dungeons of Eternity
Developer - Othergate
Role - Sound Designer
Dungeons of Eternity was my inaugural venture into the world of VR game development. I crafted an exciting blend of Fantasy and Sci-fi sounds in order to immerse the audience in the action-packed, dungeon delving world of Eternity.
I carefully crafted audio to bring life to player weapons, infuse personality into menacing enemies and breathe realism into the game's varied environments. My contributions extended beyond the battlefield to immersive ambience and tactile interactive elements.
I also provided an extensive suite of UI sounds, meticulously tailored for seamless integration across the game's menus, interfaces and tutorial segments. So players can navigate through the immersive world with auditory cues that guide them seamlessly through the world of Eternity.
Dungeons of Eternity was the #1 selling game on the Quest store on the week of its release and at the time of writing (Oct 2023) has a user review score of 4.8 out of 5.
Dungeons of Eternity was selected as part of the the Best Action Game list on the Meta Quest store Dec 2023
Wolcen: Lords of Mayhem - Chapter IV: Endgame
Developer - Wolcen Studio
Role - Sound Designer & Audio Implementer
I was thrilled to be asked to return to work on Wolcen again. Act IV had lots of new content that I was excited to contribute audio to.
I provided sound design and implementation for the attacks and abilities for 15 new enemy mobs. Ensuring that my sounds enhanced the gameplay and visual effects of each individual mob, as well as being mindful of audio clarity with my implementation - important when there are large amounts of enemies on screen at once. Which is common in an ARPG like Wolcen.
A particularly exciting challenge was undertaking the audio design and implementation of the game’s final boss, encompassing nearly 70 different audio events. Bringing this formidable character to life through sound was a rewarding experience.
My role expanded to include preliminary sound design and voice editing for 12 cutscenes. Synchronizing voice lines seamlessly, I helped craft an audio experience that not only supported but elevated the narrative events, enhancing the storytelling aspect of Wolcen’s campaign.
I also provided environmental audio design and implementation. As well as delivering audio content for Blessings & Curses - map modifiers which shake up the gameplay with positive and negative effects for the player.
All audio was meticulously implemented using Wwise and CryEngine.
I wrote an article detailing my process on Wolcen here.
Gestalt: Steam & Cinder
Developer - Metamorphosis games
Role - Sound Designer
An exciting challenge for this game was designing a steampunk influenced palette of sounds with a nostalgic nod to classic games from the 16 and 32-bit era - which Gestalt drew influence from.
I created a dynamic suit of sounds for the main character's moveset, so that every sword swing, gunshot, and ability was carefully designed to embody the fluidity and leathality of the main protagonist.
I created stylish and anime inspired sounds for cutscenes, giving flair to these narratively important moments. I also provided assets for a myriad of enemies, interactable objects, and environmental sounds, immersing players in this unique steampunk world.
Destiny’s Divide
Developer - Fobia
Role - Sound Designer
A fun part of working on this card game was designing a fantasy inspired set of sounds that complemented its original universe.
I made sounds for fireballs, lightning strikes and the abilities of some of the main heroes in the game. These heroes, chosen at the start of each game, wield unique magical powers accompanied by intricate visual effects. I dedicated special attention to ensuring that each sound resonated with power and excitement, enriching the player’s experience of unleashing these potent abilities in the game.
Beyond the realm of card combat, I extended my contribution to the game's user interface (UI). Every action, from the drawing and shuffling of cards to dealing damage and interacting with the interface, was meticulously imbued with tactile and responsive sounds.
Wolcen: Lords of Mayhem - Chronicle 1: Bloodtrail
Developer - Wolcen Studio
Role - Sound Designer & Audio Implementer
Diving into the dark fantasy world of Wolcen with the Bloodtrail update, I took charge of creating assets and implementing environmental audio for two of the game's endgame levels. My goal was to not only enhance the gameplay experience but also to contribute to the rich environmental storytelling and atmosphere of these pivotal areas.
Receiving valuable feedback from the Audio Lead, I fine-tuned my assets. With the insights gained, I set up the sounds in Wwise, ensuring a smooth integration into CryEngine. This process was vital in bringing the game's endgame levels to life, creating an audio experience that heightened the emotional impact of the storyline in these all important areas.
Wolcen was nomianted for Best Audio for an Indie Game at the G.A.N.G Awards 2021
Neuronet: Mendax Proxy
Developer - Dream Harvest (I was subcontracted by PitStop Productions)
Role - Sound Designer
NeuroNet is a post-cyberpunk, story-driven adventure game with light city management and RPG mechanics. You are an artificial intelligence charged with managing a city-wide augmented reality network known as the "NeuroNet".
My creative tasks extended to three distinct environments within the game, where I provided context-sensitive sounds to breathe vitality into the narrative and action of each scene.
In the futuristic cityscape, I designed sounds for cutting-edge drones and cars. I created the audioscape of a hacker's den, infusing it with the distinct ambience of clandestine activities, and brought to life a bustling night market.
Neuronet: Mendax Proxy was nominated for the Best Narrative and Best Mobile Game as part of the Taipai IndieGameAwards 2022
An Animated Tribute to Secret of Mana
Animated & Directed by - Benoit Tranchet
Role - Sound Designer
Embarking on a nostalgic journey into the world of vintage gaming and anime aesthetics, I was entrusted with the task of recreating the iconic sounds from the original 1993 Super Nintendo game for Benoit's animation project.
Aligning my sound design with the classic anime-style aesthetics, I delved deep into the creative process. Crafting my own synthesizer patches and making unique 'anime' processing chains, I dedicated myself to achieving a vintage sound that resonated with the golden era of 80s/90s anime. This challenge led me to recreate sound effects from the original game meticulously, using the synthesizer Serum, to bring these sounds into the modern era while preserving their nostalgic charm.
I also recorded my own voice, transforming it into the mighty dragon's roar at the climax of the animation.
Peel (Short Film)
Written & Directed by - Cameron J. Kidd
Role - Sound Designer & Sound Editor
Working under a tight deadline, Peel was an exciting challenge. To breathe life into the stowaway creature of the feature, I took a hands-on approach by recording vegetables and fruit. The organic sounds crafted from this source added an authentic and distinctive layer to the creature's sonic identity, helping to contribute to an immersive storytelling experience.
I also helped elevate the project by personally recording and performing foley. Every rustle, creak, and impact was meticulously captured and synchronized to match the on-screen action, ensuring a seamless integration of sound and visuals.
Nominated for Best Horror Film at the Austin After Dark Film Festival 2019.
Arcade Wizard: The Tome of Arcade Intellect
Developed by - Tim Commandeur
Role - Sound Designer
Stepping into the adrenaline-fueled world of this top-down shooter, where unlocking new orbs and skins is as engaing as battling waves of enemies. This game was released on both PC and mobile platforms, making the sound design a critical element that had to seamlessly translates across both platforms.
An exciting challenge lay in ensuring that the sounds I crafted complemented the continuous fire rate of the spells in the game. Mindful of the dynamic nature of gameplay, I designed sounds that were not only powerful and impactful but also avoided auditory fatigue during extended gaming sessions. The goal was to create an immersive audio experience that heightened the excitement without overwhelming the player.
I wrote an article detailing some of the insights gained from working on this game here.
As of time of writing (Nov 2020) the browser version of Arcade Wizard has been played by 35,000 players and has a review score of 4.9 on Google Play.
Starved for Light
Developer - Exiled Game Team
Role - Sound Designer & Wwise Audio Implementer
Having been brought on early into development allowed for a close collaboration with the team, enabling the crafting, implementation, and iterative refinement of the game's soundscape.
I created my own foley pit, recording hundreds of original assets to tie perfectly with the game's stylised art style and to bring life to the two main Pony characters. I also went on many field reccording trips to capture sounds for the game’s diverse environments.
Unfortunately, for the time being, Starved for Light development is on indefinite hold.
Do you need a Freelance Sound Designer for your game? Contact me today to tell me about what your’re working on!