This section showcases select sound design works, primarily sound redesigns, completed freelance work and personal projects. If you’re looking for demonstrations of game audio implementation, these can be found on the game audio page.
F1 23 – Breaking Point 2
The audio workload of Breaking Point 2 was spread across 4 audio designers with myself and another primarily focusing on the environmental audio and dialogue for all scenes. The linked cutscene shows some of the environmental design work I got to create for Breaking Point 2. Paddock scenes are always a great opportunity to show off some of the unique sounds we capture in an F1 garage such as wheel guns, engine fire ups and supercar pass-bys. All the dialogue heard in Breaking Point 2 was recorded on a motion capture set by the F1 Audio team (myself included).
All cutscenes were mixed in 7.1. The stereo mix down you are hearing is performed by Bink player in runtime.
Horizon Zero Dawn – Sound Redesign
A somewhat challenging but enjoyable project to undertake as the artistic design of the game lends itself to uncommon sound palettes. Rather than creating a solely “bio-future” sound for the robotic creatures of the game I wanted to acknowledge that these animals are exposed to the natural elements and undergo degradation such as worn moving parts, loose skeletal fittings and over cycled batteries.
DOOM Eternal – Ambient Environment Redesign
An environmental sound redesign of the Forsaken Battlemode arena in Doom Eternal.
R’Ha – Sound Redesign
A brief audio redesign of Kaleb Lechowskis animated Sci-Fi short “R’ha”
The Raid – Point of Audition Sound Redesign
In this video I wanted to display the “point of audition” technique first coined by Michel Chion. In this video much of the audio heard is imagined from the location of the police officer inside the wall.
Glitch Based Sound Design Score
Taken from a collection of Ian Grants videos, I edited the footage down into a shorter piece and created a musical sound design score around it.