GAME AUDIO
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GAME AUDIO -
SOUND DESIGN
2024 : sound redesign
Using Logic Pro and a combination of recorded and synthetic foley effects I redesigned magic effects from Demons Souls Remastered, Destiny 2, and Monster Hunter: World.
Implementation
FMOD - Unity | Wwise - UE5
FMOD Implementation in UNIty:
This was a project undertaken for university assignment in which I was tasked with creating and implementing my own sounds from scratch using the FMOD sound engine and Unity game engine. Being given full creative direction for this project, I decided to create a very tactile soundscape which felt as if you were physically in the space and in contact with the environment. I enjoy creating heavily textural and layered sounds that mesh with environments, allowing you to feel what that environment is like, without requiring a visual aid. It was a fun project and is something that I look forward to working more with in the future.
Wwise implementation in ue5:
This project was done on my own time. The focus was to refurbish my skills in Wwise as well as learn the blueprint system in Unreal Engine. I focused on creating a grounded soundscape for the environment as well as utilizing multiple strategies such as dynamic: reverb, footsteps and automation alongside more focused ambient design. The environment was a nice one to redesign and it is something that I will be developing further overtime. I also look forward to experimenting more with Blueprints and diving deeper into the infinite possibilities that lie within Wwise.
About me
Hi, I’m Daniel, a sound designer specializing in game audio and interactive media based in England. I have been studying Game Audio and Sound Engineering since late 2023, though I began practicing sound design several years prior. Over time I have developed a strong focus on crafting rich, versatile and immersive audio that maintains a grounded feeling. Blending believable soundscapes that feel like you’re truly inside the world with imaginative and fantastical elements to bring these worlds to life in the most authentic way possible.
Whether its designing weapons, UI, creatures or environments, I aim to craft audio that not only supports gameplay but improves the player experience and connection to the world. I do my best to combine technical precision, creative thinking and a deep understanding of sound to help the team create the best work possible.
My creative philosophy is simple; Ideas Come First. Great games are built on a foundation of great ideas and exploring and trying new concepts is the best way to find something new and break the mold. However one of the biggest factors in a positive experience as well is immersion and ensuring that the player feels like they belong in the world and feel as if they are they through the sound that they hear. That is what is at the heart of the work I do.
DAW Experience : Reaper , Logic Pro , Ableton
Engine Experience : Unreal Engine , Unity , Godot
Technical Skills (see CV) : Mixing , Mastering , Field recording ,
Live Studio Recording , FMOD , Wwise , Python / C++
Favorite Genres: Action Adventure Fantasy, Sci - Fi FPS, Adventure RPGs
Favorite Games: Bloodborne, Elden Ring, Monster Hunter: World, Destiny 2
Side-Hobbies: Bouldering, Hiking, Street Photography, Drawing and finding obscure older movies to watch whenever I have the time.