Sound Redesigns
Mortal Kombat 11
Sound Reel
Took a few clips of the sounds IÂ designed in MK 11 while IÂ worked at Netherrealm Studios. I also did all the Character endings in that (minus the DLC) so be sure to check them out.
God of War
Sound Re-Design
I stripped this scene in god of war of all its audio and re designed it with my own. Heavily focused on foley and creature sound design. The foley session consisted of using lots of fruits and veggies for the gore, specifically celery, apples oranges and bananas. I also used a variety of different hits to make the axe sounds In the creature design, I used parallel processing with crystalizer being the main plugin(multiple instances) to create a monster/demonic sound Hope you enjoy!
Blizzard Sound Design
Hearthstone audio test
I had a week to finish this test, which included creating sound design to 3 animations and 2 death sound effects with no visuals. I used alot of foley recorded sounds and synthesis.
Riot Sound Design Test
Sound Test
This is a portion of a sound design test I did for Riot Games, I used a combination of recorded real world materials as well as a large portion of Synthesis to create the tonal layers using Serum.
Sound Design Quick Clips
Sound Re-design
This is a short video of a few different videos that i redid the sound to. which includes Spiderman, Biomutant and transformers
Doom Trailer
Sound Re-Design
I took all the audio out of the trailer and replaced it with my own.
Warcraft Sound Reel
Sound Re design
This is a sound design and implementation video reel demonstrating my work redesigning scenes from various games using trailers. The second half the reel is implementation, All sounds were created and designed by myself in both videos. I used Unreal engine 4 and Fmod along with Blueprint scripting to implement audio into the levels i built using Assets from the UE4 market place. Although not shown in the video Blueprint communication is heavily used.
Implementation Demo
UE4 and Fmod
This is a short video demonstrating a project i did a while back that involved the shooter game on unreal engine 4. I modifed the footstep system in order to have have different surface types, running vs not running foley. A ducking state for the player is aiming down sights. I also have Events placed in the map that trigger moments in the game.