From the smallest UI sounds to the largest explosions, sound effects are an essential part of making your game feel great. If you need just one sound or a world of thousands I can record and custom design sound effects to suit your needs and deliver in the formats you require.
Whether you need driving combat music, an epic trailer score or just a ten second background loop for a menu - I can help. I cover a lot of compositon styles myself and if you want something like a full orchestral recording or a licensed track I can also co-ordinate that for you.
I can cast, record, edit and localise the characters you need to make your project come alive. I have a wealth of knowledge in managing tens of thousands of files and ensuring the quality excels. And if all you need is a few pained grunts I can cover that as well!
Getting sounds to play back properly in engine is a huge part of audio for games. I have years of experience implementing game audio as well as managing all the finer details such as reverbs, streaming and mixing in order to make your game sound great and run smoothly.
As the sole audio developer on this project it was my job to compose, design and implement all of the music, sound effects and voice over for the game and promotional trailers. I love to make immersive first person audio and this game was a lot of fun to make the player weapons, voice and foley all shine from the speakers. Here you can watch the release date trailer that I composed the music for which also includes my sound design from the game.
As audio lead on this project I managed all of the music, sound effects and voice in addition to doing a huge amount of the sound design and music composition. Here you can listen to a selection of tracks I contributed to the soundtrack from the game. I also wrote MainFrame - a song from the Claptastic Voyage DLC that went viral!
This game went through many iterations and development overhauls which meant there wasn't much that I didn't get to work on in its development! One of my favourite things was developing the sounds for all the unique aliens that appeared in this game. I did all the sound design and mixing for this trailer where you can hear plenty of those sounds.
This game was one of the craziest technological undertakings I have ever seen! I helped the team design sounds, wrangle audio levels and scripting into shape, and edit some of the mountains of VO as well as heading up audio optimisation for consoles. I also toured Europe giving extensive presentations on how the audio was put together using Audiokinetic's Wwise audio engine.
I have worked in the games industry for over a decade for studios including Irrational Games, 2K Games and Gearbox Software on franchises including Bioshock and Borderlands. I love bringing characters and worlds to life using sound and conveying a lot more than what is on the screen to players through the audio.
I am an expert in building audio from the ground up using the Unreal game engine and audio middleware such as Wwise. I love working with teams in a development environment and am comfortable with version control systems such as Perforce. I am based in Canberra, Australia where I have my own studio decked out to deliver anything up to 5.1 mixes for games or picture and can work remotely or come to you.
For a complete overview of my experience please download my resume.
City of Brass (2018) Xbox One, PS4, PC
Swing Racers (2016) iOS
Claptastic Voyage DLC (2015) Xbox One, PS4, Xbox 360, PS3, PC
Borderlands: The Pre-Sequel! (2014) Xbox 360, PS3, PC
Bioshock Infinite (2013) Xbox 360, PS3, PC
The Bureau: XCOM Declassified (2013) Xbox 360, PS3, PC
Bioshock 2 (2010) Xbox 360, PS3, PC
Bioshock (2007) Xbox 360, PS3, PC
I'm always interested in new opportunities so please get in touch to let me know what you're looking for, an obligation free quote, or just a chat about what your game might need.