Shipped Titles / Announced Projects
(Shipped Title - Double Eleven)
Blindfire (2024 - Present)
'Blindfire delivers unique FPS action in pitch-black arenas. Rely on sound and high-tech gadgets to develop your skills in new ways.'
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Main Responsibilities:​
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Designed/ownership of Front-end U.I and HUD & Ability SFX.
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Directing and supporting recording sessions for game, and in-house personal sound library.
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Interactive Props/Physics, and a mass amount of original Foley recording for movement (footsteps on different surfaces and speed variations, jumpsuit movement intensities).
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Designed/ownership of Spotlight gamemode.
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Voice Recording and performance for Announcer and A.B.I (Assistive Battle Interface).
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Designed/ownership of Ambience, creating 3D acoustic zone beds for both inside the Cargo Container and Warehouse maps, as well as recording and implementing spots such as bottle rolls, can drops, cargo container creaks, industrial fan movement, pipe drips, etc. to create tension and build atmosphere.
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Linear sound design for Winner's Showcase.
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Proficiency in Implementation via. Wwise, and UE5 Blueprinting.
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Technical documentation and tracking sheets.
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Expensing / P.O for recording items.
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Liaising and working closely with other disciplines e.g. Animation, Art, Programmers, QA.
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Audio Quality Assurance; Playtesting; Mixing.
(Shipped Title - Double Eleven)
Rimworld Console Edition (2022)
The console edition of Rimworld, a sci-fi construction and management game, establishing new UI elements that needed additional audio to signify messaging and input/movement.
Main Responsibilities:
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Sound Design / Asset Creation / U.I.
(Shipped Title - Double Eleven)
Prison Architect DLCs, Perfect Storm, Gangs (2022)
More fun challenges for this simulation game were introduced within these DLCs. 'Perfect Storm' introduced fierce weather and calamities, creating eventualities such as bursting pipes, as well as rats (voiced by me!), biting away at electrical cables (nibbled by me). 'Gangs' introduced rivals within the prison bounds, creating SFX such as a food-fighting ambience.
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Main Responsibilities:
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Directing Recording Sessions.
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Sound Design / Asset creation in Reaper.
(Announced - Double Eleven / Paradox Interactive)
Prison Architect 2 (2023)
'Design and develop your own personalized penitentiary in Prison Architect 2. The classic prison-builder has broken out into 3D, and it’s up to you to contain it!'.​
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Main Responsibilities:
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Worked across all stages of the audio pipeline, with a foundation in Foley specialization and strong proficiency in AudioKinetic's Wwise.
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Directing and supporting recording sessions for game, and in-house personal sound library.
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Designed and implemented character SFX for 700+ animations and prisoner activities, whilst tagging events in Unity and proprietary tools.
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Designed doors, modular building construction, and dogs SFX, heightening a lively prison ambience, and implemented AKAmbient spotting for the outdoor surrounding map environments.
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Recorded and performed voice for characters, guard radios, DJ, and vending machines!, additionally supporting voice direction in external recording sessions for prisoner VO.
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Technical documentation and tracking sheets.
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Expensing / P.O for recording items.
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Liaising and working closely with other disciplines e.g. Animation, Art, Programmers, QA.
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Audio Quality Assurance; Playtesting; Mixing.
(Shipped Title - Double Eleven)
Rust Console Edition, Halloween Update (2021)
During a special Halloween themed update, I created multiple looping ambiences for the front-end menu, featuring creepy whistling wind, nightlife creatures, creaking wood and foliage rustling - creating the spooky atmosphere to match with the content update visuals.
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Main Responsibilities:
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Sound Design / Asset creation, Ambience.
(Personal Project)
Batular Synth / MAXMSP Granular Synth (2023)
I began programming this throughout my BA(Hons) degree during my final year at The University of Huddersfield, and continued improving development after graduation.
Designed to aid sound design creation and manipulation, this is particularly fun for creating new and alien textures, pads, and even UI elements by altering the buffer grain window.
Using the interaction scrub, you can alter the grain window movement direction backwards and forwards, speed, grain density, pitch, and window selection of the audio source. Additionally, it includes a moveable EQ filter graph that you can apply with presets; basic ms. delay, and a record out feature which allows you to directly capture the output and place the file into your chosen directory.
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Main Responsibilities:
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Visual Programming in MaxMSP
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Designing the Graphical User Interface
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Hover Help Functions & User Instructions