Demo Reel

Sections:

Sound Design

Sound Design for the game Reconciled, a WIP narrative adventure game focused on coming to terms with the end of life.

I was responsible for original sound design and implementation in Unity. I chose to use Wwise for integration due to the ease-of-use and to allow for streamlined implementation of states, switches, and RTPC driven changes.

Reconciled

A sound redesign of a scene from the movie Wall-E, by Pixar.

This was a group project for the advanced sound studio class at San Francisco State. Our team traded off roles throughout the project, and I was able to contribute as a foley artist, a foley, sound, and dialogue editor, and as our re-recording mixer. We recorded the vast majority of FX ourselves as foley.

Wall-E

A sound redesign of a scene from Delicious in Dungeon, by Ryoko Kui and Studio Trigger.

I knew from the start that I wanted this scene to feel cozy and friendly, and I wanted to make the scene feel aesthetically consistent with some of the sound design conventions in anime. This meant experimenting with non-literal sound effects, while still aiming for a sense of groundedness.

Delicious in Dungeon

A sound redesign of the short BEANS, by Cinesite and Alvise Avati.

My overall goal with this scene was to evoke a feeling of Outer Space as quiet, mysterious, and uncanny. I layered in backgrounds and cut the high end from the sound effects in the project with this goal in mind.

Beans

A livestream I provided technical audio assistance to.

The College Football 25 Gameday Showcase was a two day series highlighting the (then) upcoming release of EA’s College Football 25. I contributed to this show by providing general broadcast technical assistance and by mixing the show. I was responsible for miking talent, coordinating IFB submixes, handling music playback, and general audio and video assistance.

This was one of my first opportunities to mix a live show at this level, and I was very grateful for the support the senior engineers provided. This was a very valuable experience for me in terms of getting comfortable with the requirements of a professional production operation.

Stream Audio and Engineering

A student esports broadcast I mixed and engineered. This is a snippet from the full show.

For this project our class put together a single day Call of Duty tournament, featuring players from around the SF Bay Area and sponsorships from local businesses.

I was the lead audio on this production, and coordinated the drafting of an input list, the sourcing of equipment, the on set microphone placement, the routing through a Ross Ultrix and Dante Controller, and the live program mix as well as submixes for IFB’s and studio audience speakers. This was a fun show to experiment with crowd miking and music playback. I found that using the crowd ambience and music contributed to a greater sense of feeling live, making the show all the more immersive for viewers.

A song that I mixed and assisted with the recording.

I was responsible for the drum miking on this song, alongside general studio utility assistance. The project was recorded through the API 2448 before being recorded in Nuendo.

Music Production

My own personal music production.

This song was recorded and performed entirely with the Arturia Microfreak (minus most of the drums). As I’ve explored music further, I’ve found that what speaks the most to me is the sound of a project. I don’t always remember chords and melodies, but an interesting synth patch or characterized reverb will stick with me.

A song that I mixed.

This song was recorded in San Francisco State’s recording studio, with everything being run through an API 2448 before being recorded in Nuendo.