SOUND REDESIGNS
Finally had time to finish this hobby project/portfolio piece.
CI Games Sniper: Ghost Warrior is a guilty pleasure of mine, a bit of cinematic sniping around to take the stress away... so I put together a mashup of trailer and gameplay moments from the series' last titles and redesigned it.
It came out intense, a lot of it was a chance to try some new techniques (lot's of spectral processing) and some experimental recordings I made in the last year.
Assassin’s Creed: Odyssey, is the game that got me back into the franchise after a long break.
I spent several hours on the game and took a ‘‘student” approach to analytically study the amazing work from the audio team at Ubisoft. This video is what I call a “sound design workout”, a redesign of a combat sequence between Alexios and one of the Guards of the Cult of Kosmos.
In this “sound design workout”, I redesigned one of the most common weapons in Night City.
I was really going for something augmented, over the top on this experiment and listening to it with fresh ears I should have probably toned it down a fair bit… but this is the beauty of pure experimentation! And I got to use a lettuce sound while designing a weapon, you don’t do that every day.
IMPLEMENTATION AND ASSETS PRODUCTION
Using middleware is not only a convenient way to implement audio assets in a game, it can also represent an occasion for creativity and optimisation of resources. In this video I explore several real-time audio generation techniques and tools in Wwise, including Impacter, Seek and some procedural synthesis using Synth One.
The more I use Reaper, the more I love it. In this video I go through three features I use daily and couldn’t find on any other DAW.
FIELD RECORDING
Fieldworks Vol. 1 is a collection of experimental recordings I captured for my company Sonora Cinematic. They can be used on their own as sources for sound design or dropped into Harmonic Bloom.