A PAGE JUST FOR YOU
Take a look at a page specifically designed for you! I have gone through and compiled some of my best work that I believe will interest the Audio Team at Insomniac. Only those with this specific link can view this page. Once you’re done, feel free to look around, or reach out to me. At the following points of contact.
email@example.com – 678-650-1555
FOX SPORTS 2022 WORLD CUP
Position: Sound Lead
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.
Position: Asset Provider
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)
Created using VCV Rack H.G. Wells 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 non-linear 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.
The original score was also created in in VCV rack. I utilize the notes of a Dm 7 chord on a reversed bass guitar in random order.
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.
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).
Position: Sound Supervisor
This was a film that I initially pitched to my friend as a commercial for the new clothing line he was about to launch. The idea of the film was to create a line of products that represent the sound that you make when you crash, otherwise known as onomatopoeias. As Sound Supervisor I wanted to create a fun and goofy feel that fit the vibe of the brand. Throughout the film, you can hear numerous effects that are more there to make the audience laugh than anything else.
HAHN DEMO REEL
Position: Sound/Music Editor
The song called Still Feel by Half Alive and features a simple drum track with funky bass and lyrics. To fit the length of the Reel numerous cuts had to be made to bring the 4-minute song down to 1 minute.
Director: Jayson Hahn.
Position: Sound Supervisor
RACING THE SUNSET
A SCAD Senior Animation that was accepted into 8 festivals. It for Best Animated Film by both the Alternative Film Festival and the Georgia Shorts Film Festival.
I managed a team of 5 sound designers while overseeing progress and growth with the project. Some of the roles I took up on the project included Foley, Sound Editing, and VO recordist. We had other roles like Re-Recording Mixer, BG Editor, Composer, etc. filled by other sound designers on the team.
Director Nikolas Smith