The content below are examples of projects I’ve worked on at my previous and/or current employer. Current projects in progress will be presented once I am eligble to share - please stay tuned!


ALAN WAKE 2 - Dialogue Processing/Mastering

I was fortunate enough to support the audio team of Remedy with processing and mastering of the in-game dialogue during the late stages of the game production cycle. A huge honor and personal milestone working for a well renowned studio such as Remedy, contributing to their legacy!

Responsibilities in this position mainly included processing raw studio recordings of varied quality of the actors ranging from all main characters along with the various lines and “barks” of the possessed human enemies of the game. A lot of time was spent in Izotope RX, cleaning up the recordings and batch processing to certain degree which over time leveled up my RX skills immensely, processing upwards of 15k lines for the game.


ALARA PRIME by FALL DAMAGE

During the development of this game I supported the Audio Lead and programmers by designing assets for various parts of the game including weapons, gadgets, foley, pings etc along with management of Wwise project & structure in addition to implementation on the engine side (UE4). Working externally as an auxillary Sound Designer for the studios audio team, responsibilities also included casting and recording VO for the game itself along with linear content as shown above (including custom sound design for this trailer). The game is currently set for release in 2024 on Steam.

STEAM LINK


OTHERWORLD HEROES - Announcement Trailer (iOS/Andriod)

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 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, frost spells, arc/lightning etc.).

As for the trailer above, I recorded and produced all foley, location/nature recordings 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 exclusively 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.

AppStore link

Google Playstore link


GLOWING GLOVES - Gameplay Trailer (iOS)

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 (utilizing onboard XY-mic module) paired with a Rode NTG4+ (shotgun mic) 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 captured footage where as the music was produced for the purpose of this trailer.

The game itself is available for free on the Appstore.

Appstore link

Link to soundtrack on Spotify

Official Website