
ORIGINAL CONTENT
Position: Sound Lead
FOX SPORTS
This project was in collaboration with SCAD Pro and Fox Sports for the Men’s Fifa World Cup in 2022. I was part of a team of 12 students who were prompted by SCAD to create a 360 studio environment using Unreal Engine. Our Design Challenge was to create a “home” for the Fifa Men’s World Cup coverage that exudes the personality of modern Qatar while projecting to an American Audience an instant connection to the host country.
My role in the project was Sound Lead. I was in charge of implementing the project’s audio through Wwise and Unreal.
SUBMARINE
Position: Asset Provider
A two-player virtual reality puzzle game that tests your problem-solving and communication skills in a high stake sinking submarine. One player is given the manual for how to keep you afloat, while the other player is submerged in the depths of the ocean. My role in this project was to provide several sound assets as well as music for the team to use.
The score is a piece I repurposed from a previous project called When The Rain Comes. This piece takes advantage of the midi plugin called Xpand 2 in combination with some Kontakt library instruments.
(Director Oscar Painvin)
Position: Asset Provider
CARDBOARD CASTLE
Cardboard Castle was part of a 48 hour challenge called Game Jam. In this competition each team is presented a prompt or theme that they have to adhere to, and then at the end of the 48 hours each trailer for each game is shown at the premier event.
While making the sound for this game, the team and I wanted to incorporate vocal performances from everyone working on the project. With the time constraint, this proved to be a huge help. This proved to be useful considering the events time constraints.
(Director Edward Oliver)
H. G. Wells (Game Concept)
Position: Director
This was my first attempt at a non-linear story. The project was created using VCV Rack and primarily takes advantage of the Station Module. Each station tunes the listener into a different point in time revealing key story elements along the way. Only once the listener has listened to each station all the way through they can finally obtain the full story.
Wallace and his apprentice Clark create a machine that can transmit recordings from the past and future. The only catch is, they can only access the machine’s records when their satellite is directly above in orbit.
TEST GAMES
ICE COVE
Ice cove is a personal project I did to help hone in my skills. The characters and world were all brought from the Unreal Market place and integrated into one project. All of the sound and music cues were created using Wwise.
My main focus in this project was to create an immersive battle experience. Using a blend container in Wwise I created a music cue for when the monster notices the character, and when the character approaches the rock at the end. The monster and the hero both have their own battle, and footstep sounds, each linked to the appropriate animation in Unreal.
Position: Asset Provider
CARDBOARD CASTLE
SOUL CAVE
Soul Cave is a personal project I did to help hone in my skills. The characters and world were all brought from the Unreal Market place and integrated into one project. All of the sound and music cues were created using Wwise.
My main focus for this project was to create an immersive space in the game using ambiances and musical cues. There is a variety of waterfall cues, depending on the size of the waterfall. An RTPC was created that monitored the player’s location to the statue in the center of the cave. As the player approached he would first hear an “ooh” choir that I created using Xpand. Then as he gets even closer we are introduced to the female choir singing a Gregorian Chant and then the male choir joins in and they sing in unison together. Each of the tubes of light throughout the level was also assigned a note value from a D minor chord (D, F, or A).
SCIFI CARGO BAY
Focusing mostly on Ambiences, I was able to create the sound for this project. All audio is processed through the Unreal Engine. The sounds pulled come from a vast array of sound libraries and were then brought into ProTools so that I could create seamless audio loops.
