DISCLAIMER: All audio content below is produced from scratch by me alone, without the use of any external sound effect libraries. Best experienced with headphones.
OTHERWORLD HEROES - Announcement Trailer
A MMORPG developed for mobile (iOS & Android) in Unity by Bublar Studios, which blends the social open world gameplay style of WoW with the location based feature made known by Pokémon GO. All audio in game was directed, produced and then implemented by me using Wwise.
Given the target platform, storage optimization was for this game a major concern. This pushed me to produce a relatively large portion of the assets procedurally straight in Wwise’s synth plugin, “Synth One”. These would primarily include components for building the RTPC driven system for ambience (wind/storm, rain, thunder, fire, crickets, birds etc) which then also came in handy for when designing elemental magic casting sounds (firey explosions, freeze spells, arc/lightning etc.).
As for the trailer above, I recorded and produced all foley, location/nature recordings and voice acting using a Sound Devices MixPre-6 paired with a single Rode NTG3. Additionally, in-game audio assets were used throughout the trailer in order to convey soundscape of the game. In terms of the music, I composed and produced it specifically for this trailer using Reason 7. The final mix was then done in Reaper with YouTube’s loudness recommendation in mind at around -14LUFS integrated with a max true peak value at -1dB.
GLOWING GLOVES - Gameplay Trailer
A motion tracking controlled boxing game for iOS developed with AR-Kit in Unity by Bublar Studios, which I have directed and produced all of the audio for using Wwise for implementation. All foley, voice over and ambience was recorded using a Zoom H5 recorder paired with a Rode NTG4 (shotgun) along with a couple of unbranded large diaphragm cardioid condensers. All music was composed and produced in Reason 7.
Regarding the gameplay trailer, all sound design was provided straight from in-game footage where as the music was produced for the purpose of this trailer.
The game itself is available for free on the Appstore.
MINIKIN - Prototype Teaser
"Enter a zoomed-in world where tiny lifeforms and vermin are in a constant power struggle for survival in a shabby, alien apartment complex..."
An early stage prototype of a FPS developed in Unreal Engine 4. All SFX and VO was recorded with a Zoom H5 using the proprietary microphone modules (XY & shotgun). Sounds such as the ventilation fan and the jetpack were created entirely with the synthesizer "Thor" in Propellerheads Reason 7. The ambience and music were produced in Reason as well. All audio was implemented in engine using blueprints.
This recording is a render of a number of instances of the subtractive synthesizer “Thor” in Reason, generating these sounds in real-time.
*0:00-0:18 - Standing in a rainshower under an umbrella during thunder and lightning.
*0:19-0:30 - Fireplace closeup with slight background wind
2-day project produced in Reason 7 using only the stock orchestral library: An experimental reinterpretation of the musical score from Star Wars Episode 7, where the purpose was to see how far I could get by only utilizing the stock library and tools in Reason 7. I do not own the rights to this music.
Brief workflow rundown:
Day 1 - Analyzed and transcribed the musical piece, note by note only by listening to the original track (no sheet music applied). Picked out suitable virtual instrument patches per stem by choosing from Reason’s stock orchestral library. Proceeded by recording each stem using a midi keyboard without applying quantization in order to simulate “organic” feel (however, performed to fixed tempo). Came to realization that appropriate swells and dynamic appropriation specific to each instrument wasn’t available in library, therefore tweaking of individual instrument samples and what in context would be considered sound design followed, as maintaining certain level of realism was the focus. Once all stems were in place, a basic mix was done.
Day 2 - Attempt to pinpoint and mimick the same placement and tone of each instrument/section as close to the original as possible, using only available processing tools as well as go on to finalizing the mix to its current state.