Sound Design Work

On this page you can find a selection of the projects for which I have done Sound Design work. Each project contains a video showing the work as well as a description including my role in the project, the type of work done, the timeframe for the project, the software used, and a short description of my experience of the project.

CLANN - Redubbed

Role: Sound Effect Design (Music done by Elliot Whatson)

Type: Realistic Sound Design for Linear Video

Date: November 2017 – January 2019

Software: Reaper, Logic Pro

In this project I, together with a music composer, took an existing piece of audiovisual material and redid the audio from the ground up. Most of the sounds in this piece were made from recorded materials. Having limited access to proper materials and spaces led to the necessity of some creative use of the items available. Things like using shoes to drag across carpets to simulate fire and recreating armour using cutlery are some of the examples of the sounds that were used in this project. The whole mood of the piece was supposed to be quite dark and lonely which led to a very minimal soundscape in which the background noise (such as wind) is left out to reduce clutter in the audio.

Sym.BIOS

Role: Sound Design (Foley), Audio Implementation, Audio Lead

Type: Sci-Fi Mechanical Foley for Turn-based Strategy

Date: September 2017 – July 2018

Client: Michel Sainisch

Software: Cubase 8.5, Audacity, Unreal Engine 4 

Sym.BIOS was a year long project that ended with a game demo for Gamescom 2018. I worked on Sym.BIOS in my third year of study at IGAD. It was my first venture into long-term development and it taught me a lot about how the sound design pipeline fit into that. During the project we overcame many challenges and created a demo that the client then used to pitch his project at gamescom.

The sound design work that I did was mostly in relation to the Foley of the mechs. This was inspired by movies and games in the same vein (such as Titanfall or Pacific Rim). It was therefore important to emphasise the size of the mechs and make sure that every movement was powerful and large. This was achieved by emphasising the bass frequencies of the sounds and making sure that these foley sounds were audible even from great distances.

Alien Environment

Role: Sound Design

Type: Sci-Fi Ambient Sound Design

Date: January 2018

Client: Kaj de Jong

Software: Cubase 8.5

I was asked to assist an artist with a showcase of his work. After going through multiple iterations of both the video and the audio accompanying it, the finished video is shown here. The egg is incubated in a space station floating in space, this theme is the main inspiration for the sound design. The size of the room and the desolation of the place were emphasised through the use of large amounts of reverb evoking the feeling of a cave. The constant rumble emulates the distant engine noise that would be audible throughout the ship.

Flux

Role: Sound Design, Sound Implementation

Type: Stylised Sound Design for Action Game

Date: January 2018

Software: Cubase 8.5, Audacity, Unreal Engine 4

During the Global Game Jam 2018 I was in a team of students and we created Flux together. I was in charge of making the sound effects as well as the implementation of both the sounds and the music. Using libraries i was able to quickly create all the assets needed for gameplay. The implementation was the greatest achievement in this project as a system for dynamic music was created along with the other audio systems within the span of 48 hours. 

Ragnarok

Role: Sound Design, Sound Implementation

Type: Sci-Fi Mechanical Sound Design for Turn-based Strategy

Date: April 2018 – July 2018

Software: Cubase 8.5, Audacity, Unreal Engine 4

Starting early 2017 I was tasked with creating the audio for an 8 week student project named Ragnarok. The project took inspiration from games like Xcom and Front Mission and I intended to take some inspiration from this with regards to the style of implementation. The battle scenes were a focal point and received the most attention, and it was important to show the size of the mechs through visuals and sound. This project would lead to the development of Sym.BIOS over the next year.

Einar

Role: External Sound Designer

Type: Realistic Fantasy Sound design for an Action Game                                                  

Date: February 2017 – April 2017

Software: Cubase 8, Audacity, Unreal Engine 4

Einar was a third person action game based on Norse mythology that was later released to the public on Steam.

Creating the sounds for Einar was a good experience as an external sound designer. An interesting project where lots of original recordings were used to create a more visceral combat experience. The gore sessions using vegetables and fruit created a wealth of fleshy sounds that could be integrated into the sound design. Being an external Sound Designer taught me a lot about the workings of freelance and communicating with a team that I was not directly a part of.