ACOUSTIC SYSTEMS
ENVIRONMENTAL REVERB
My colleagues and I worked closely to create an environmental reverb system in our proprietary engine that utilized Wwise and allowed for a large number of actors to be implemented without excessively taxing system resources.
AUDIO OCCLUSION
This gives a brief overview and example of a sound occlusion system I helped design and implement with our principal programmers using Infernal Engine.
CHARACTERS
AGENTS OF MAYHEM: CHARACTERS
Design examples from five AOM characters including weapons, melee, foley and special abilities.
GHOSTBUSTERS
Ghostbusters was the first game I ever worked on as a professional game sound designer. This shows some of the VO processing I did as well as boss ability audio.
RANCOR
This shows some of the foley, sound design and implementation I did for the Rancor Rampage sequence on Kinect Star Wars.
DYNAMIC GAME MIXING
SAINTS ROW 2022
This shows Agents Of Mayhem with and without several Wwise dynamic mix systems active; you can hear how these systems affected the final mix.
DYNAMIC GAME MIXING
This shows Agents Of Mayhem with and without several Wwise dynamic mix systems active; you can hear how these systems affected the final mix.
FIELD RECORDING
BOSS MUSTANG DYNO
Watch a dynamometer recording session of a bad ass Boss Mustang 302 at Warner Brothers in Burbank, CA!
THE WALKING DEAD: GORE FOLEY
I did a lot of foley recording to get gore sounds for the walkers (zombies) in The Walking Dead: Survival Instinct. This section describes the recording process including food items that were smashed and hacked, the objects used to do it and mics used.
LINEAR AUDIO DESIGN
UNCHARTED II: TRUCK CHASE CUTSCENE
My redesign of the audio for the truck chase cutscene in Uncharted II.
POPCORN DRAGON
A cute mobile game from PopCap. This is my redesign of the in-game assets
MORTAL KOMBAT
This is a montage of clips from Mortal Kombat 9 gameplay. There is no foley, music, vocalizations or ambiences; it’s all about the characters’ powers, ‘energies’, impacts, bone breaks, etc
HELL BARGE
Something fun I did on Agents Of Mayhem. Hear granular sci-fi, explosions and aural madness!
POD RACERS
POD RACERS
Discusses how I designed and implemented the audio for the iconic Pod Racers for Kinect Star Wars.