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Video Game Audio
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Edge of Nowhere (Oculus Rift/PC, 2016)
Designed and implemented all sound effects for the player's weapons and tools (shotguns, ice picks, flashlight, radio bombs, etc). Designed all sound effects for the Hatchling and Guardian enemies. Designed numerous level ambiences and sound effects for scripted environmental destruction and setpiece elements.
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Killer Instinct (XBox One, 2014 - 2015)
Designed the bulk of sound effects assets for Riptor, Aganos, Hisako, Aria, and Rash. Edited sound effects and mixed DM&E stems for the majority of the KI Season 2 'Rivals' story mode cinematics. Designed all UI sound effects for KI Season 2's 'Shadow Lab' game mode. Designed sound effects and mixed DM&E stems for KI Season 2's Omen, Hisako, and Aria character announcement trailers. Implemented all sound effects using Wwise, animation tagging, and LUA scripting in the game's proprietary engine.
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Sunset Overdrive (XBox One, 2014)
Recorded, edited, implemented, and tuned all sound effects for player footstep and character movement systems. Implemented the player grinding and traversal audio systems. Mixed all player sound effects. Mixed and prioritized all creature sound effects using Wwise's HDR system. Designed additional content for enemies, weapons, and scripted moments as needed.
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Murdered: Soul Suspect (XBox One, XBox 360, PS4, PS3, 2014)
Mixed localized DM&E stems for all cinematics in six languages.
Edited foley for cinematics.
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Ascend: Hand of Kul (XBox 360, 2013)
Designed audio for scripted events, breakable objects, slow-motion 'Finishers,' and all creature gib.
Implemented audio for all systems in Wwise and the developer's proprietary tools.
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Project Spark (XBox One, 2013)
Designed sounds for numerous creature vocalizations/movements, physics objects, magic spells, world transformation scripted events/UI, and ambient one-shots.
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Crimson Dragon (XBox One, 2013)
Designed all vocalizations for four of the six playable dragons.
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Kinect Star Wars (XBox 360, 2012)
Designed sounds for scripted events, NPC movements, physics objects, and ambiences across all game modes.
Implemented physics objects, particle effects, and all Jedi mode player and NPC movements.
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Kinect Disneyland Adventures (XBox 360, 2011)
Designed sound effects stems for in-game cinematics.
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Halo CE: Anniversary (XBox 360, 2011)
Re-mastered and re-designed assets for ambiences, positional objects, and scripted events.
Mixed all in-game cinematic music and effects stems. | | |
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