Submission to GMTK 2025, made in 4 days with all audio, implementation and some of the audio focused C# completed by me using Unity’s in-built audio.
(The really big sounds start at 07:45!)
This was a competition game created in 72 hours, which placed in the top 100 games out of nearly 8500 game submissions. Sounds implemented with native unity audio and custom C#.
A short demonstration of a few levels from Rampart Games’ in-development title “On A Roll”, with me as the sole sound and technical sound designer.
Sound Re-Design of a short clip of gameplay from Ubisoft’s Far Cry 6, with more technical explanation on my Technical Audio page.
As is explained in this project’s in-depth technical documentary, I struggled a lot with time constraints. There’s much more I would have liked to add, despite the limitations of solo-development. Nonetheless, it was incredibly fun and educational experience for game audio!
This video showcases the gameplay demo for the student game “Tsenkher”. Working on the foley and ambient sounds for this game was quite fun, though my ability to travel for sounds was rather limited due to the pandemic. Most of the sounds here were created by me, however a few sounds were pulled from library sources and edited.
For this project I was given a video file of an old ford advert featuring a robot dog running about, bashing into things. The task was to complete all sound for the video, including any sounds and music. It was a highly engaging task that required me to carefully consider the space it’s unique sound in order to immerse the viewer in a believable reverb. Not to mention, there’s nothing quite like the face people make when they see you recording yourself hitting a brass weighing scale against a brick wall. I also used my piano by hitting it with the damper pedal down. Sorry piano, it was for science.
Here, I was granted access to a small section of the Star Citizen vertical slice with all sound removed, and were instructed to create a realistic vertical slice accompanied by a technical audio document (which can be found on my Technical Audio page).