There is always something to see, something to hear. In fact, try as we may to make a silence, we cannot.
— John Cage, Silence: Lectures and Writings

SOUND REDESIGNS

The first thing you need to ask yourself is what does that gun represent and why is the character firing it. Once you have these answers, you know exactly what to do.
— MARK MANGINI

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.

WALTER MURCH