Demo Reel

Forza Motorsport

Racing Sim Game by Turn 10 Studios (Xbox Game Studios)

During my time at Turn 10 Studios (a little over 1 year), I had the opportunity to experience two unique roles: Sound Designer (during my internship) and Technical Sound Designer (during my contract after the internship).

As a Sound Designer during my internship, some of my tasks included organizing T10’s vast sound libraries into coherent ProTools sessions and creating audio for supercharger and turbocharger modules to be used on cars in the game. I started the process of creating these modules by combing through the ProTools sessions I had organized, then cutting appropriate audio files that I found into seamless loops, and finally implementing them into fully-working FMOD modules ready to be used on any car when needed.

As a Technical Sound Designer during my time as a contractor, some of my tasks included doing a high-level mixing pass on every car in the live game (650+ cars) and helping to find and fix various audio bugs that happened to pop up. I also collaborated with T10’s audio programmers to create FMOD scripts to streamline workflow and test and give feedback on new automated performance testing programs being created for the audio team.

This is a short demo video highlighting the in-game results of the supercharger and turbocharger modules I created. As of update R20, there are over 60 different cars in the live game currently using the sounds I made.

Remanence

A DigiPen Student Game

Remanence was a 3-semester project with each semester roughly coinciding with a different phase of production. During the first two semesters the team was around 18 members. I was the only sound designer during these first two semesters so I spent preproduction and production phases pumping out tons of half-decent music and sound design just so that we had sounds for everything in our game.

During the last semester, we added a few more members getting our team total up to 25, two of which were sound designers. This meant that for the polish/shutdown phase of production, I was mostly managing my small audio team which included things like task-tracking, task-assignment, reviews and feedback of new/revised assets, as well as handling any communication between the audio team and the rest of the leads.

RoBotanist

A DigiPen Student Game

As the sole individual responsible for all of the game’s audio, I was repeatedly identifying sounds needed, creating appropriate assets, building the systems in Wwise, and working with our audio programmer to implement sounds into the game’s custom C++ engine. I was also responsible for the stylistic direction of the audio for RoBotanist, and handled all of the necessary audio documentation including an asset spreadsheet and an audio guide.

Original Soundtrack

Subnautica

Cinematic Sound Redesign

For this solo project, I took the original sounds out of the intro sequence for the indie game “Subnautica,” and redesigned/reimagined them. This was created in REAPER and uses various sounds from the Soundly library, however, each sound in the redesign is several layers processed together to create something new.

Cyberpunk Sandbox

A Bespoke Sound Design Project

The goal of this project was to create a bespoke sonic experience to immerse the listener into a Cyberpunk world without any of the expected visuals. This project was in collaboration with several other sound design students. Every sound heard in this Unity demo was recorded by myself and my colleagues in the recording studio at DigiPen. All of the post processing and implementation into both Wwise and Unity was done by me.