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Dishonored 2 - Sound ReDesign

Dishonored 2 - Sound ReDesign

Dishonored 2 is a 2016 action-adventure game developed by Arkane Lyon and published by Bethesda Softworks. I tried to capture the original gloomy feel of the game, combining and layering a lot recordings with a lot of effects stacked, then adjusting the volume and EQ. Some of the SFX are very transient and a lot of focus went on adding or removing them where it was necessary.

Stardew Valley - Sound ReDesign

Stardew Valley - Sound ReDesign

Stardew Valley is a 2016 farm life sim video game developed by Eric "ConcernedApe" Barone. Players take the role of a character who inherits their deceased grandfather's dilapidated farm in a place known as Stardew Valley. For this Sound ReDesign the focus was making the SFX satisfying. I achieved this with mixing realistic recordings with some heavily edited synthesized sounds. Adding some pitch variation to several sounds added to the overall variety, thus making the SFX more pleasant to listen to.

Noita Sound - ReDesign

Noita Sound - ReDesign

Noita is a platform roguelike game developed by Nolla Games. Players control a witch that can collect and cast spells in order to defeat enemies. The main focus here was to support the overall feel of the game with sound. The sounds are layered with a combination of recorded and synthesized sounds, and everything except the UI is run trough a reverb an delay bus. I choose a level that is a big open cave to try really capture the gloomy and open space of this snowy level.

Unreal 5 and Wwise integration Showcase

Unreal 5 and Wwise integration Showcase

In this video I showcase a project in Unreal Engine 5.4 with Wwise integration. The level is from the Epic Games Marketplace. I worked on features such as ambience, music, UI SFX, dynamic footsteps (2 sets of footprint sounds depending on the material), acoustic and spatial sound, text beep SFX, etc. For the functionality of all the features I used blueprints. The focus was mainly on the integration and blueprint functionality, and less on the actual sound quality.

let’s talk ideas

Dishonored 2 - Sound ReDesign

Dishonored 2 - Sound ReDesign

Dishonored 2 is a 2016 action-adventure game developed by Arkane Lyon and published by Bethesda Softworks. I tried to capture the original gloomy feel of the game, combining and layering a lot recordings with a lot of effects stacked, then adjusting the volume and EQ. Some of the SFX are very transient and a lot of focus went on adding or removing them where it was necessary.

Stardew Valley - Sound ReDesign

Stardew Valley - Sound ReDesign

Stardew Valley is a 2016 farm life sim video game developed by Eric "ConcernedApe" Barone. Players take the role of a character who inherits their deceased grandfather's dilapidated farm in a place known as Stardew Valley. For this Sound ReDesign the focus was making the SFX satisfying. I achieved this with mixing realistic recordings with some heavily edited synthesized sounds. Adding some pitch variation to several sounds added to the overall variety, thus making the SFX more pleasant to listen to.

Noita Sound - ReDesign

Noita Sound - ReDesign

Noita is a platform roguelike game developed by Nolla Games. Players control a witch that can collect and cast spells in order to defeat enemies. The main focus here was to support the overall feel of the game with sound. The sounds are layered with a combination of recorded and synthesized sounds, and everything except the UI is run trough a reverb an delay bus. I choose a level that is a big open cave to try really capture the gloomy and open space of this snowy level.

Unreal 5 and Wwise integration Showcase

Unreal 5 and Wwise integration Showcase

In this video I showcase a project in Unreal Engine 5.4 with Wwise integration. The level is from the Epic Games Marketplace. I worked on features such as ambience, music, UI SFX, dynamic footsteps (2 sets of footprint sounds depending on the material), acoustic and spatial sound, text beep SFX, etc. For the functionality of all the features I used blueprints. The focus was mainly on the integration and blueprint functionality, and less on the actual sound quality.

let’s talk ideas