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Sound Reels

Game Linear Redesign Reel

About:

This is my latest iteration of my linear sound design game showreel. Below are some details about how I created the sounds for this! Bit of a long read but I'm sure someone will appreciate the details!

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Titanfall 2 - This is the most recent redesign I've done. I chose this clip because I wanted to create some organic(ish) sounds for the Prowlers - something I'd never really done before. I'm exceptionally happy with this redesign because most sounds were recorded in my room but I was able to work around the horrid resonances and reflections it produces.

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Metro Exodus - Aiming for a realistic soundscape, I layered various weapons from Boom Library's Assault Weapons Construction pack to create the gunshots. I utilised FF Pro-R to create the early reflections. Everything else was created with Foley e.g. the reload was created using a DSLR camera lens mounting. 

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Sekiro - I challanged myself to do a redesign of one of my favourite battles from Sekiro. Unlike the Metro redesign, this one was difficult because I needed to capture the energy and feel that the original has - especially with the blade hits which have slight pitch warble, for example. All sound layers were processed with instances of FF Pro-R which I set up to sound like a large hall.

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Doom Eternal - I chose the BFG10K cutscene from Doom Eternal because I wanted to focus on the sci-fi aspect rather than the combat. In contrast to my other redesigns, every sound par the button click is synthesized in some way. The charge up sound is one of my favourites - I created this using a pink noise source which I processed with some resonance and EQ. Combined with extensive use of FF Saturn 2's advanced settings (e.g. LFO and EG), I was able to create the pulsing distorted feedback sounds. The finishing touch was an automated filter sweep and tremolo to give the sound movement.

Game Implementation Reel

About:

Here's my implementation reel. Here are some details:

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00:04: Box Man Wwise Demo, 2021 (working title) - This is a game I created in my third year at university. While it lacks in the visual department, it was intended to showcase my composition and audio implementation skills using Wwise. Compared to the original Blueprint system I had, Wwise offered a lot more functionality - I was able to have the music low-pass while low HP, for example.

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01:07: Crunch, 2021 - This game was designed and built by my friend Daniel Fairchild. This was my first attempt at an adaptive music system and considering that I used Blueprints to handle everything, I'm happy with the outcome. I also had the opportunity to record and edit dialogue.

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01:44: Firefly, 2020 - Firefly was a 6-person university group project. I handled all of the sound design, composition and audio implementation. For this project, I learnt how to program adaptive audio based on physics materials in Unreal 4.

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Additional details and full playthrough videos can be found under the 'Game Projects' tab.

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